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On the Aesthetic Themes in Portal 2 - v0.9.1

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What about making up a theme?

Inside aperture.

The offices, observation rooms, and stuff like that?

Mostly lurking

Well, I guess you got to go with what sticks. If you look at the pictures I posted on the Showcase Thread, you can see I made up my own office themed area with cubicles, fabric walls, and a rug floor.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
MasterLagger wrote:
Well, I guess you got to go with what sticks. If you look at the pictures I posted on the Showcase Thread, you can see I made up my own office themed area with cubicles, fabric walls, and a rug floor.

Yea and i love it! I am right now in process making a map of the aperture laboratories :D

I just thought that useful textures, models, and an explanation of it, could be something to add to this... i might be wrong :)

Mostly lurking

What to put in a office:
Door frames.
func_doors or func_rotating_door
Look up office in model browser.
Alternate with tables and chairs and computers
Whiteboards
Boxes
Paper
Clipboards
Turrets in a chair
Look up office in texture browser.
If you want to go Portal style look up, observation in the texture browser.

Another thing I recommend adding is the theme valve used in the coop DLC maps.

I though too of adding that new DLC theme; but first I need to finish writing about the 'basic' themes. Also, I fear now that adding how to make the theme in these pages would make them extremely long. I suggest that if I, or any other mapper, would want to explain the creation process it should be on it's on page, linked to the main pages. I tried to keep these pages simple to just give a small idea of the overall theme.
Thanks to the guy who wrote the 'tube ride' tutorial, I'm happy to see I'm not alone.

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Instance: Co-Op Tube Ride

They used framework and plastic textures.
They used underground silver metal grates
They used square beams
They used yellow triangular beams
They put numbers on the walls
They changed the departure disassembly machines
They used factory props
They used pits with displacements.

Oh yeah, forgot to mention in my previous post.
Valve didn't use light_environment,
They used light_spot or env_projectedtexture

Ok, I realise that is a huge necro, but I just thought I'd mention that I wrote a guide for the Art Therapy style, in the format used on the VDC.

ART THERAPY

Spoiler
Sorry, only logged-in users can see spoilers.

Is this worth putting on the VDC?

ImageImage
srs bsnss wrote:
Ok, I realise that is a huge necro, but I just thought I'd mention that I wrote a guide for the Art Therapy style, in the format used on the VDC.

ART THERAPY

Spoiler
Sorry, only logged-in users can see spoilers.

Is this worth putting on the VDC?

I think so



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

I've looked for this a long time.

Yay, the Art Therapy wiki page is now up! If anyone wants to add anything to it, go ahead. I'm planning to add a couple of pictures.

Hopefully this will make more people map with this style, it's such a nice theme. But my map is the only know that I know of that uses it, which is a shame.

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