The ThinkingWithPortals Map Showcasing Thread
Quote from josepezdj on March 9, 2015, 6:52 amRectorRocks wrote:josepezdj 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?
Thanks mate! About difficulty, I promise this one is easy-medium, you'll let me know. I'm making it for the monthly P2LC group challenge "Out of sight" that I'm sure you are already aware of , so this means I'll release it some time within March.
RectorRocks wrote: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.
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]
"Story" pics
[spoiler]
[/spoiler]Feedback would be much appreciated!
I'm not specially fond of the Wheatley theme, so I doubt I can give you any good advice, and I think those screenshots look amazing! I love the warm mood and the cleanness with the subtle aging that those missing tiles suggest. Anyway, I can't really approve the broken window glasses in the obs-rooms, since they look a bit out of place without a real broken surrounding... so I'd suggest you that when you want a broken window glass, just break the surrounding tiles, make them be crossed by a pipe or whatever
About the rest, I agree Pitkakorvaa, do as you like, remake the Wheatley's theme changing it how you like to get something fresher, better than just fitting to the theme.
Regarding the custom story pics, well, it doesn't look bad, but I haven't got much to say without seeing more of it
FelixGriffin wrote:josepezdj wrote:[IMAGES]I like the fizzler(?) you're using!
Thanks man, yes it's a custom fizzler based in one of the underground ones by Valve.
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?
Thanks mate! About difficulty, I promise this one is easy-medium, you'll let me know. I'm making it for the monthly P2LC group challenge "Out of sight" that I'm sure you are already aware of , so this means I'll release it some time within March.
Test Chamber Pics
"Story" pics
Feedback would be much appreciated!
I'm not specially fond of the Wheatley theme, so I doubt I can give you any good advice, and I think those screenshots look amazing! I love the warm mood and the cleanness with the subtle aging that those missing tiles suggest. Anyway, I can't really approve the broken window glasses in the obs-rooms, since they look a bit out of place without a real broken surrounding... so I'd suggest you that when you want a broken window glass, just break the surrounding tiles, make them be crossed by a pipe or whatever
About the rest, I agree Pitkakorvaa, do as you like, remake the Wheatley's theme changing it how you like to get something fresher, better than just fitting to the theme.
Regarding the custom story pics, well, it doesn't look bad, but I haven't got much to say without seeing more of it
I like the fizzler(?) you're using!
Thanks man, yes it's a custom fizzler based in one of the underground ones by Valve.
Quote from Sejievan on March 10, 2015, 7:39 pmSome images of a new map that i'm creating, Any feedback and or suggestion is welcome
Some images of a new map that i'm creating, Any feedback and or suggestion is welcome
Quote from Sejievan on March 10, 2015, 7:46 pmjosepezdj wrote:wow, really cool images dude, really liked the destruction detailing, looks very immersive and has a cool ambiance :3
wow, really cool images dude, really liked the destruction detailing, looks very immersive and has a cool ambiance :3
Quote from CamBen on March 16, 2015, 2:12 amOk, I again scrapped my old P:CT Aperture building. The first two were really not living up to standards. Neither was my custom symbol/logo. So, here:
http://steamcommunity.com/sharedfiles/f ... =408824387
http://steamcommunity.com/sharedfiles/f ... =408824379
http://steamcommunity.com/sharedfiles/f ... =408824368
http://steamcommunity.com/sharedfiles/f ... =408824355
http://steamcommunity.com/sharedfiles/f ... =408824337
Everything is still super super WIP but you should notice it will be looking more like City 17, as a portal half life crossover should.Edit: updated screenshots plus some other stuff:
http://steamcommunity.com/sharedfiles/f ... =408835150
http://steamcommunity.com/sharedfiles/f ... =388345672
http://steamcommunity.com/sharedfiles/f ... =408835787
Ok, I again scrapped my old P:CT Aperture building. The first two were really not living up to standards. Neither was my custom symbol/logo. So, here:
http://steamcommunity.com/sharedfiles/f ... =408824387
http://steamcommunity.com/sharedfiles/f ... =408824379
http://steamcommunity.com/sharedfiles/f ... =408824368
http://steamcommunity.com/sharedfiles/f ... =408824355
http://steamcommunity.com/sharedfiles/f ... =408824337
Everything is still super super WIP but you should notice it will be looking more like City 17, as a portal half life crossover should.
Edit: updated screenshots plus some other stuff:
http://steamcommunity.com/sharedfiles/f ... =408835150
http://steamcommunity.com/sharedfiles/f ... =388345672
http://steamcommunity.com/sharedfiles/f ... =408835787
Aperture Science: We do our science asbestos we can!
Quote from Idolon on March 17, 2015, 12:31 amIn typical fashion, here's something that's not Portal:
I'm learning how shaders work and making hand-drawn 3D models. I might turn this into a game. A closer look from another angle.
In typical fashion, here's something that's not Portal:
I'm learning how shaders work and making hand-drawn 3D models. I might turn this into a game. A closer look from another angle.
Quote from KyloX on March 18, 2015, 7:31 amHere is something, though this is just gona be a secret area in a normal map.
Here is something, though this is just gona be a secret area in a normal map.
http://steamcommunity.com/profiles/7656 ... shopfiles/
Quote from | \_/ () on March 22, 2015, 6:00 pmPortals on white painted hard light surfaces!
The map might not be that detailed or very hammer-looking, but the test will be fun, believe me.
The map should come out in mid-April. I'll leave you only this teaser image for now:
Portals on white painted hard light surfaces!
The map might not be that detailed or very hammer-looking, but the test will be fun, believe me.
The map should come out in mid-April. I'll leave you only this teaser image for now:
Quote from CamBen on March 25, 2015, 8:25 pmto the post above me: that looks really awesome, i never knew why they didn't include that in the game.
also, I forgot to include this pic in my last post here:
http://www.mediafire.com/view/5ux9wtybn ... device.png
to the post above me: that looks really awesome, i never knew why they didn't include that in the game.
also, I forgot to include this pic in my last post here:
http://www.mediafire.com/view/5ux9wtybn ... device.png
Aperture Science: We do our science asbestos we can!
Quote from TeamSpen210 on March 25, 2015, 9:17 pmPortal shots (and lasers) pass through light bridges. This is good, since it prevents you from trapping yourself in vertical walls. It stops reflection and conversion gels from working.
Portal shots (and lasers) pass through light bridges. This is good, since it prevents you from trapping yourself in vertical walls. It stops reflection and conversion gels from working.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]