The ThinkingWithPortals Map Showcasing Thread
Quote from HMW on May 15, 2015, 3:40 amjuniverse wrote:Hello. Just thought I'd post some screenshots from an exploration based mod/map/collection I'm working on. It may not look like it, but there's a puzzle here. Because the facility is devoid of workers, you'll have to figure out another way to get to the test elevator. (And no, it's not as simple as it seems from the first picture.)[images]
Any feedback?
I intend to make this into a story-driven series, with a mostly behind-the-scenes setting.
These images look nice. I like the use of those cinderblock walls everywhere, they make the place look really low-budget. The third image could be a room where the fake "Microsoft Tech Support" people lurk
One big thing you can do to improve the atmosphere, is to make the lights slightly coloured. Blue gives a colder, more sterile look and yellow generally makes it warmer and more comfortable. (But smaller rooms can feel more cramped.) Also use different colours in different parts of the map to add some variety. (For example, blue-ish in the hallways and yellow-ish in the offices.)
tile wrote:TeamSpen210 wrote:In the thid picture here, how is that light strip getting power?AA batteries.
Nah, portals!
There's actually a cable running from the light to the wall, but it's hidden just behind the metal frame in that screenshot.
[images]
Any feedback?
I intend to make this into a story-driven series, with a mostly behind-the-scenes setting.
These images look nice. I like the use of those cinderblock walls everywhere, they make the place look really low-budget. The third image could be a room where the fake "Microsoft Tech Support" people lurk
One big thing you can do to improve the atmosphere, is to make the lights slightly coloured. Blue gives a colder, more sterile look and yellow generally makes it warmer and more comfortable. (But smaller rooms can feel more cramped.) Also use different colours in different parts of the map to add some variety. (For example, blue-ish in the hallways and yellow-ish in the offices.)
AA batteries.
Nah, portals!
There's actually a cable running from the light to the wall, but it's hidden just behind the metal frame in that screenshot.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from juniverse on May 15, 2015, 10:25 pmHMW wrote:These images look nice. I like the use of those cinderblock walls everywhere, they make the place look really low-budget. The third image could be a room where the fake "Microsoft Tech Support" people lurkOne big thing you can do to improve the atmosphere, is to make the lights slightly coloured. Blue gives a colder, more sterile look and yellow generally makes it warmer and more comfortable. (But smaller rooms can feel more cramped.) Also use different colours in different parts of the map to add some variety. (For example, blue-ish in the hallways and yellow-ish in the offices.)
lol. Aperture Science Tech Support and Turret Injury Claims.
Thanks for the advice. I'll keep that in mind.
One big thing you can do to improve the atmosphere, is to make the lights slightly coloured. Blue gives a colder, more sterile look and yellow generally makes it warmer and more comfortable. (But smaller rooms can feel more cramped.) Also use different colours in different parts of the map to add some variety. (For example, blue-ish in the hallways and yellow-ish in the offices.)
lol. Aperture Science Tech Support and Turret Injury Claims.
Thanks for the advice. I'll keep that in mind.
Quote from DaMaGepy on May 20, 2015, 11:16 pmI (re)started making 'No money for testchambers #2', its only 40% done, and apart from solving the map normally, it will be an adventure map with lot of optional quest and almost 20 hidden achievement. Only 33% of the huge outdoor area is completed and with not much detailing those pics are heavily Alpha WIP. The first few pic are some old one from the starting caves. 1280x720:
nmft2a.jpg
nmft2b.jpg
nmft2c.jpg
nmft2d.jpg
nmft2e.jpg
nmft2f.jpg
nmft2g.jpg
nmft2h.jpg
nmft2i.jpg
nmft2j.jpg
nmft2k.jpg
nmft2l.jpg
nmft2m.jpg
While playing, it never drops below 300 fps (windowed mode cap) so speed hopefully won't be an issue
I (re)started making 'No money for testchambers #2', its only 40% done, and apart from solving the map normally, it will be an adventure map with lot of optional quest and almost 20 hidden achievement. Only 33% of the huge outdoor area is completed and with not much detailing those pics are heavily Alpha WIP. The first few pic are some old one from the starting caves. 1280x720:
nmft2a.jpg
nmft2b.jpg
nmft2c.jpg
nmft2d.jpg
nmft2e.jpg
nmft2f.jpg
nmft2g.jpg
nmft2h.jpg
nmft2i.jpg
nmft2j.jpg
nmft2k.jpg
nmft2l.jpg
nmft2m.jpg
While playing, it never drops below 300 fps (windowed mode cap) so speed hopefully won't be an issue
Quote from Arachnaphob on May 24, 2015, 1:03 pmOoo a new DaMaGepy map. Keeping up with the signature style I see. Definitely could use some more detailing with foliage, otherwise very nicely done.
Ooo a new DaMaGepy map. Keeping up with the signature style I see. Definitely could use some more detailing with foliage, otherwise very nicely done.
Musical website Moddb
Quote from DaMaGepy on May 24, 2015, 4:36 pmI just started the outdoor, first I finish the displacements, in the pic they not even detailed yet, just some subdivide and noise and lil tweaking, and then will need to set the lightmaps (32-64 or 128 based on lighting) and then I can start placing wooodz for the turret and vegetation for the deerz, and tests for the androidz
At the moment this is how the full outdoor looks:
nmft2n.jpg
nmft2o.jpg
nmft2p.jpg
nmft2q.jpg
I just started the outdoor, first I finish the displacements, in the pic they not even detailed yet, just some subdivide and noise and lil tweaking, and then will need to set the lightmaps (32-64 or 128 based on lighting) and then I can start placing wooodz for the turret and vegetation for the deerz, and tests for the androidz
At the moment this is how the full outdoor looks:
nmft2n.jpg
nmft2o.jpg
nmft2p.jpg
nmft2q.jpg
Quote from HMW on May 25, 2015, 11:03 amNice! Your outdoor stuff always looks great. One minor thing: those train tracks are very close to the road. It looks like any passing traing would knock some cars off the bridge
Nice! Your outdoor stuff always looks great. One minor thing: those train tracks are very close to the road. It looks like any passing traing would knock some cars off the bridge
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from juniverse on May 25, 2015, 9:50 pmHello. I thought I'd get some more feedback on my mod/map pack, Aperture: Awakenings. Here are a few photos of the new starting map:
awakenings_10001.jpgawakenings_10002.jpgawakenings_10003.jpgFeedback is much appreciated.
Hello. I thought I'd get some more feedback on my mod/map pack, Aperture: Awakenings. Here are a few photos of the new starting map:
Feedback is much appreciated.
Quote from quaternary on June 2, 2015, 8:12 pmEVERYTHING is still SUUUUUPER WIP. need to add a lot more light strips, and of course need to add destruction
made this so far over the course of ~3 days. going to be my very first full-hammer map! thanks arachnaphob for those style tutorials c:
sp_a1_perspective (clean-style prototype)
http://puu.sh/iahxO.png
http://puu.sh/iahJX.png
http://puu.sh/iahUn.png
EVERYTHING is still SUUUUUPER WIP. need to add a lot more light strips, and of course need to add destruction
made this so far over the course of ~3 days. going to be my very first full-hammer map! thanks arachnaphob for those style tutorials c:
sp_a1_perspective (clean-style prototype)
http://puu.sh/iahxO.png
http://puu.sh/iahJX.png
http://puu.sh/iahUn.png
Quote from l1zardr0ckets on June 8, 2015, 11:11 pmAyyyyyyyyy
Ayyyyyyyyy