The ThinkingWithPortals Map Showcasing Thread
Quote from Another Bad Pun on February 14, 2015, 7:43 pmradelite wrote:New map I am working onHonestly, I like this hallway as it is now. It's easy on the eyes and there's nothing blatantly wrong with it at all. I'm actually glad there aren't any projected textures or dark shadows. The only thing I noticed is how the graffiti overlay rests perfectly on top of a wall with support beams. And yeah, it could use some more colors in an easy place, like the door. Projected textures would be distracting, atleast to me, and I bet they would look weird with those wall textures. Walls can always be changed though. Something like the concrete textures in BTS areas might look nice. Unless he's going for a strict P2 theme or something, there's not much I would change.
Maybe there isn't much depth here, but I think the simple design is intended to "support" that nice ceiling.
Is that depth? I'm not sure. It's definitely subtle, but it's enough for me.
That's my preference though! I mostly appreciate just how easy it is to look at.Like the original Wind Waker!
HD gives me headaches, not kidding
I'm probably biased
(and obviously this hallway is on par with ww's art style)Crawfish wrote:Is it allowed to post screenshots of a map that one isn't planning on releasing at all?I think I've only released 1% of the maps I've shown in this thread. So go ahead! Maybe I'll actually release a finished map here someday. Maybe.
Honestly, I like this hallway as it is now. It's easy on the eyes and there's nothing blatantly wrong with it at all. I'm actually glad there aren't any projected textures or dark shadows. The only thing I noticed is how the graffiti overlay rests perfectly on top of a wall with support beams. And yeah, it could use some more colors in an easy place, like the door. Projected textures would be distracting, atleast to me, and I bet they would look weird with those wall textures. Walls can always be changed though. Something like the concrete textures in BTS areas might look nice. Unless he's going for a strict P2 theme or something, there's not much I would change.
Maybe there isn't much depth here, but I think the simple design is intended to "support" that nice ceiling.
Is that depth? I'm not sure. It's definitely subtle, but it's enough for me.
That's my preference though! I mostly appreciate just how easy it is to look at.
Like the original Wind Waker!
HD gives me headaches, not kidding
I'm probably biased
(and obviously this hallway is on par with ww's art style)
I think I've only released 1% of the maps I've shown in this thread. So go ahead! Maybe I'll actually release a finished map here someday. Maybe.
Quote from Crawfish on February 14, 2015, 8:45 pmAnother Bad Pun wrote:Crawfish wrote:Is it allowed to post screenshots of a map that one isn't planning on releasing at all?I think I've only released 1% of the maps I've shown in this thread. So go ahead! Maybe I'll actually release a finished map here someday. Maybe.
Thank you! Also, that's a mighty pretty screenshot y'got there. I don't think I'd ever be able to dedicate the time to something A4-themed. Way too many massive vistas and props, and I'd probably miss 30 leaks for every 10 minutes of work.
Anyway, as I've said before in pretty much all of my posts, I'm practicing mapping by recreating Portal 1 chambers in a Portal 2 style, just so I can get down all of the things used in them (tracktrains, light textures, etc.]. I seem to be constantly changing how I make them too.
Some are pretty much just texture changes, others add arms and panels and such, and most recently I've started randomizing white tiles and decorating ceilings, in the fashion of some coop maps, and the few clean ones you see in Portal 2 before act 3 starts.
Here are a couple screenshots from my most recent remake, chamber 4. I figured it's small so I'd be able to concentrate more on aesthetics.Pictures
[spoiler]
[/spoiler]
Any advice?
I think I've only released 1% of the maps I've shown in this thread. So go ahead! Maybe I'll actually release a finished map here someday. Maybe.
Thank you! Also, that's a mighty pretty screenshot y'got there. I don't think I'd ever be able to dedicate the time to something A4-themed. Way too many massive vistas and props, and I'd probably miss 30 leaks for every 10 minutes of work.
Anyway, as I've said before in pretty much all of my posts, I'm practicing mapping by recreating Portal 1 chambers in a Portal 2 style, just so I can get down all of the things used in them (tracktrains, light textures, etc.]. I seem to be constantly changing how I make them too.
Some are pretty much just texture changes, others add arms and panels and such, and most recently I've started randomizing white tiles and decorating ceilings, in the fashion of some coop maps, and the few clean ones you see in Portal 2 before act 3 starts.
Here are a couple screenshots from my most recent remake, chamber 4. I figured it's small so I'd be able to concentrate more on aesthetics.
Pictures
Any advice?
Plus, I kinda find all this white a little blinding.
Quote from TeamSpen210 on February 17, 2015, 6:04 amThis definitely looks quite nice. You should probably remove that orange glow, though. That's unique only to the Portal 1 era levels. You might want to replace it with a bunch of extended panel arms holding the floor up, or the squarebeams models and a BTS scene (use areaportals!). Add a base for the weighted button too (you can't use an instance here, since the window would clip into the normal-sized brush).
This definitely looks quite nice. You should probably remove that orange glow, though. That's unique only to the Portal 1 era levels. You might want to replace it with a bunch of extended panel arms holding the floor up, or the squarebeams models and a BTS scene (use areaportals!). Add a base for the weighted button too (you can't use an instance here, since the window would clip into the normal-sized brush).
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Another Bad Pun on February 21, 2015, 12:32 amPosting a hallway super quick. That's all.
Posting a hallway super quick. That's all.
Quote from Ciirulean on February 21, 2015, 12:29 pmCrawfish wrote:I think it's a pretty good start. It's a little bit plain looking though, I would suggest throwing in some global_ents, testchamber and destruction are my personal favorites for a map like this. Some black tiles wouldn't hurt, especially since the concrete in Portal 2 is so much cleaner than the one in Portal.
Lighting is a bit plain too, maybe throw in some light strips or a projected texture? Whatever looks best I guess.
I think it's a pretty good start. It's a little bit plain looking though, I would suggest throwing in some global_ents, testchamber and destruction are my personal favorites for a map like this. Some black tiles wouldn't hurt, especially since the concrete in Portal 2 is so much cleaner than the one in Portal.
Lighting is a bit plain too, maybe throw in some light strips or a projected texture? Whatever looks best I guess.
Quote from MrBoss on February 24, 2015, 3:45 pmA map I was working on a while back. Stopped working on it for a bit, but currently trying to finish it off for release
A map I was working on a while back. Stopped working on it for a bit, but currently trying to finish it off for release
Quote from josepezdj on February 25, 2015, 8:38 amMrBoss wrote:A map I was working on a while back. Stopped working on it for a bit, but currently trying to finish it off for releaseVery very very impressive overgrown detailing there! Keep up the good job, man!! How much time will it still take you to release?
Very very very impressive overgrown detailing there! Keep up the good job, man!! How much time will it still take you to release?
Quote from Crawfish on February 25, 2015, 11:42 amTeamSpen210 wrote:This definitely looks quite nice. You should probably remove that orange glow, though. That's unique only to the Portal 1 era levels. You might want to replace it with a bunch of extended panel arms holding the floor up, or the squarebeams models and a BTS scene (use areaportals!). Add a base for the weighted button too (you can't use an instance here, since the window would clip into the normal-sized brush).To be honest, I'm quite a fan of the orange glow and think it still goes nicely with Portal 2's designs despite not being used in the main game. But I get what you mean.
I'll do some experimenting with arms or a BTS area when I get the chance.
Also, there is actually a button base, it's just sunken into the floor because that's how it was in Portal. Kinda strange, it's the only sunken button base I've seen in either game.Ciirulean wrote:Crawfish wrote:I think it's a pretty good start. It's a little bit plain looking though, I would suggest throwing in some global_ents, testchamber and destruction are my personal favorites for a map like this. Some black tiles wouldn't hurt, especially since the concrete in Portal 2 is so much cleaner than the one in Portal.
Lighting is a bit plain too, maybe throw in some light strips or a projected texture? Whatever looks best I guess.
I get what you mean about the black tiles, I can never decide what looks good where though.
In the next chamber above it (in the same map, just up the elevator), I did more experimenting with tiles and such.
I'm not quite experienced with global_ents yet, so I guess I'll have to look into that soon too.Thanks for the advice! I'll keep all this in mind in the future.
EDIT: I followed some of Ciirulean's advice, and added some black tiles and global_ents! Opinions?
Images
[spoiler]
[/spoiler]I think I made decent use of those 64x128 black tiles. I don't think I've ever seen them used though, are they not in the single-player campaign? Or are they just used sparingly?
Also, I might change that ring of black tiles around the cube dropper to be the darker kind like the rest on the ceiling. I thought the contrast looked good at first, but now it's just bugging me.
To be honest, I'm quite a fan of the orange glow and think it still goes nicely with Portal 2's designs despite not being used in the main game. But I get what you mean.
I'll do some experimenting with arms or a BTS area when I get the chance.
Also, there is actually a button base, it's just sunken into the floor because that's how it was in Portal. Kinda strange, it's the only sunken button base I've seen in either game.
I think it's a pretty good start. It's a little bit plain looking though, I would suggest throwing in some global_ents, testchamber and destruction are my personal favorites for a map like this. Some black tiles wouldn't hurt, especially since the concrete in Portal 2 is so much cleaner than the one in Portal.
Lighting is a bit plain too, maybe throw in some light strips or a projected texture? Whatever looks best I guess.
I get what you mean about the black tiles, I can never decide what looks good where though.
In the next chamber above it (in the same map, just up the elevator), I did more experimenting with tiles and such.
I'm not quite experienced with global_ents yet, so I guess I'll have to look into that soon too.
Thanks for the advice! I'll keep all this in mind in the future.
EDIT: I followed some of Ciirulean's advice, and added some black tiles and global_ents! Opinions?
Images
I think I made decent use of those 64x128 black tiles. I don't think I've ever seen them used though, are they not in the single-player campaign? Or are they just used sparingly?
Also, I might change that ring of black tiles around the cube dropper to be the darker kind like the rest on the ceiling. I thought the contrast looked good at first, but now it's just bugging me.
Plus, I kinda find all this white a little blinding.
Quote from CamBen on February 28, 2015, 11:18 pmFor the ceiling I recommend making sure the textures are the designated textures labeled ceiling. Also I don't think the black textures are used anywhere in the game except maybe some spots where the devs forgot to change them, but I've seen some people make very efficient use of them as accentuation for the regular gray ones.
For the ceiling I recommend making sure the textures are the designated textures labeled ceiling. Also I don't think the black textures are used anywhere in the game except maybe some spots where the devs forgot to change them, but I've seen some people make very efficient use of them as accentuation for the regular gray ones.
Aperture Science: We do our science asbestos we can!
Quote from Crawfish on March 1, 2015, 2:17 pmCamBen wrote:For the ceiling I recommend making sure the textures are the designated textures labeled ceiling. Also I don't think the black textures are used anywhere in the game except maybe some spots where the devs forgot to change them, but I've seen some people make very efficient use of them as accentuation for the regular gray ones.I was attempting some form of accenting by using them on the ceiling, and it also gives me some more artistic freedom because I'm not limited to one size of tile, but I guess ceiling tiles are probably there for a reason.
Also, I believe the black tiles are used in the single-player campaign to make things look incredibly "shiny and new" in the reconstructing parts of the game.
Once in a while you'll notice that the tiles that are pulled in by panels when you enter the room are darker than the rest.
I was attempting some form of accenting by using them on the ceiling, and it also gives me some more artistic freedom because I'm not limited to one size of tile, but I guess ceiling tiles are probably there for a reason.
Also, I believe the black tiles are used in the single-player campaign to make things look incredibly "shiny and new" in the reconstructing parts of the game.
Once in a while you'll notice that the tiles that are pulled in by panels when you enter the room are darker than the rest.
Plus, I kinda find all this white a little blinding.