The ThinkingWithPortals Map Showcasing Thread
Quote from quaternary on March 1, 2015, 4:37 pmCrawfish wrote:Picture 2
[spoiler][/spoiler]Little detail, try to light the inside of that observation room. It doesn't look like it's lighting the room, if that makes sense? Like the inside of it looks super dim, and I would expect it to be white if there was a light inside of it.
This is looking really good by the way, I don't really like the 2 different colors of black tiles but that comes down to personal preference really hehe
Little detail, try to light the inside of that observation room. It doesn't look like it's lighting the room, if that makes sense? Like the inside of it looks super dim, and I would expect it to be white if there was a light inside of it.
This is looking really good by the way, I don't really like the 2 different colors of black tiles but that comes down to personal preference really hehe
Quote from Crawfish on March 1, 2015, 4:50 pmquaternary wrote:Crawfish wrote:Picture 2
[spoiler][/spoiler]Little detail, try to light the inside of that observation room. It doesn't look like it's lighting the room, if that makes sense? Like the inside of it looks super dim, and I would expect it to be white if there was a light inside of it.
This is looking really good by the way, I don't really like the 2 different colors of black tiles but that comes down to personal preference really hehe
I'm using the stock instances for observation rooms. I think they just look like that because the map is compiled in LDR-only in the pictures.
But I know what you mean about the different tile colors. Like I said, I thought the contrast would look good on the ceilings, but after looking closely I decided I was very wrong.
I still like the idea of the ceiling having dark tiles and the walls having bright tiles though. And thanks!EDIT: I loaded the map in HDR, and the observation room was still dim, and the larger one in the room turned out to be too bright in HDR, so I used a different 256x observation room, and brightened the internal light in the small one. I also made all the ceiling tiles the brighter black.
Picture
[spoiler][/spoiler]
Little detail, try to light the inside of that observation room. It doesn't look like it's lighting the room, if that makes sense? Like the inside of it looks super dim, and I would expect it to be white if there was a light inside of it.
This is looking really good by the way, I don't really like the 2 different colors of black tiles but that comes down to personal preference really hehe
I'm using the stock instances for observation rooms. I think they just look like that because the map is compiled in LDR-only in the pictures.
But I know what you mean about the different tile colors. Like I said, I thought the contrast would look good on the ceilings, but after looking closely I decided I was very wrong.
I still like the idea of the ceiling having dark tiles and the walls having bright tiles though. And thanks!
EDIT: I loaded the map in HDR, and the observation room was still dim, and the larger one in the room turned out to be too bright in HDR, so I used a different 256x observation room, and brightened the internal light in the small one. I also made all the ceiling tiles the brighter black.
Picture
Plus, I kinda find all this white a little blinding.
Quote from MrBoss on March 2, 2015, 4:49 pmjosepezdj wrote:MrBoss 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?
It's basically done. Just the final touches. I sadly dont have much time atm. hope to have it finished in around 2 weeks
Very very very impressive overgrown detailing there! Keep up the good job, man!! How much time will it still take you to release?
It's basically done. Just the final touches. I sadly dont have much time atm. hope to have it finished in around 2 weeks
Quote from RectorRocks on March 7, 2015, 9:17 amjosepezdj wrote:[pics]Very impressive detailing, Jose! I would love to give it a try after it comes out, even if I know I have a low chance of completing it. Any idea when it'll be released?
Anyway, I'm working on a mappack that has a little backstory in it. I'm not completely done with the story part yet but I can show you guys a little of what I've finished, hopefully it can be further improved.
Test Chamber Pics
[spoiler]My first attempt at creating a Wheatley themed map. It's not exactly Wheatley themed, but more of the Co-op Course 4 theme.
[/spoiler]
"Story" pics
[spoiler]
[/spoiler]Feedback would be much appreciated!
Very impressive detailing, Jose! I would love to give it a try after it comes out, even if I know I have a low chance of completing it. Any idea when it'll be released?
Anyway, I'm working on a mappack that has a little backstory in it. I'm not completely done with the story part yet but I can show you guys a little of what I've finished, hopefully it can be further improved.
Test Chamber Pics
"Story" pics
Feedback would be much appreciated!
Quote from FelixGriffin on March 7, 2015, 4:25 pmjosepezdj wrote:[IMAGES]I like the fizzler(?) you're using!
I like the fizzler(?) you're using!
Quote from Another Bad Pun on March 7, 2015, 9:56 pmTwo Screenshots of the same thing
Two Screenshots of the same thing
Quote from Ciirulean on March 8, 2015, 1:51 amRectorRocks wrote:Test Chamber Pics
[spoiler]My first attempt at creating a Wheatley themed map. It's not exactly Wheatley themed, but more of the Co-op Course 4 theme.
The custom textures are a little pixelated, can I fix that problem?
I'm having a little trouble with the light glow of the lamp hanging model. I'm not exactly sure which values do I put in in order to make the glow stay as bright whereever the player moves
[/spoiler]The light strip placement is random and you have backpanel textures where there should be wall textures. Things like this and this look really out of place and you also shouldn't be using Portal 1 textures.
RectorRocks wrote:"Story" pics
[spoiler]
[/spoiler]The textures are flat and not very fun to look at, and the Portal 1 textures aren't helping. You are also using sprites wrong.
But aside from that the test chamber pics are looking pretty good.
The light strip placement is random and you have backpanel textures where there should be wall textures. Things like this and this look really out of place and you also shouldn't be using Portal 1 textures.
The textures are flat and not very fun to look at, and the Portal 1 textures aren't helping. You are also using sprites wrong.
But aside from that the test chamber pics are looking pretty good.
Quote from laakkone on March 8, 2015, 11:58 amCiirulean wrote:RectorRocks wrote:Test Chamber Pics
[spoiler]My first attempt at creating a Wheatley themed map. It's not exactly Wheatley themed, but more of the Co-op Course 4 theme.
The custom textures are a little pixelated, can I fix that problem?
I'm having a little trouble with the light glow of the lamp hanging model. I'm not exactly sure which values do I put in in order to make the glow stay as bright whereever the player moves
[/spoiler]The light strip placement is random and you have backpanel textures where there should be wall textures. Things like this and this look really out of place and you also shouldn't be using Portal 1 textures.
Imo, those portal 1 orange hazard stripe textures fits ok, because of warm atmosphere of the test chambers.
Also backpanel textures are great if used smartly and in there I'd say theres nothing wrong how they are. Except on this and this where the pits are. You could remove the wall and leave it empty so player could see under floor panels.
Like this floor here, if you get my point.
Also talking about light strip placement. It should be okay for them to be replaced quite randomly if its wheatley themed or in a way that makes no sense.
ebun light strups
[spoiler][/spoiler]Last thing. I don't get it why people are complaining about visual choises if they differ from the original Portal 2 aesthetics. To be honest seeing something new and unique is always a good thing, right?
The light strip placement is random and you have backpanel textures where there should be wall textures. Things like this and this look really out of place and you also shouldn't be using Portal 1 textures.
Imo, those portal 1 orange hazard stripe textures fits ok, because of warm atmosphere of the test chambers.
Also backpanel textures are great if used smartly and in there I'd say theres nothing wrong how they are. Except on this and this where the pits are. You could remove the wall and leave it empty so player could see under floor panels.
Like this floor here, if you get my point.
Also talking about light strip placement. It should be okay for them to be replaced quite randomly if its wheatley themed or in a way that makes no sense.
ebun light strups
Last thing. I don't get it why people are complaining about visual choises if they differ from the original Portal 2 aesthetics. To be honest seeing something new and unique is always a good thing, right?
Quote from Arachnaphob on March 8, 2015, 6:54 pmRectorRocks wrote:PicsLooks pretty good! I'd reccomend some more destruction in the Wheatley test. Consider that if a vacuum tube crashed through the wall, there probably would be some debris. Also more dangling wires may be nice. I do like the warm light in the enclosed tests, however I remember the more open tests in the game having a blueish light which looked nice. Maybe you'd want to try that.
Looks pretty good! I'd reccomend some more destruction in the Wheatley test. Consider that if a vacuum tube crashed through the wall, there probably would be some debris. Also more dangling wires may be nice. I do like the warm light in the enclosed tests, however I remember the more open tests in the game having a blueish light which looked nice. Maybe you'd want to try that.
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