The ThinkingWithPortals Map Showcasing Thread
Quote from CamBen on July 13, 2015, 8:02 amArachnaphob wrote:PLAAANK!!!also
I've been doing some werk.
I'm not gonna lie dude you do a great job on making darkly lit areas, I might have to take a break from my portal mod for a bit just to mess around with portal 2's dark lighting.
The whole atmosphere of those screenies is pretty spooky looking
also
I've been doing some werk.
I'm not gonna lie dude you do a great job on making darkly lit areas, I might have to take a break from my portal mod for a bit just to mess around with portal 2's dark lighting.
The whole atmosphere of those screenies is pretty spooky looking
Aperture Science: We do our science asbestos we can!
Quote from HMW on July 14, 2015, 10:53 amKyloX wrote:HMW wrote:I can tell by the look on the cardboard guy's face that he has good cards.It is for you to found out, the map is live.
It's definitely on the playlist!
It is for you to found out, the map is live.
It's definitely on the playlist!
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from RubyCarbuncIe on July 16, 2015, 4:31 pmQuote:HMW
Re-using leftovers to make one better puzzle is a good strategy. My "A Beam Too Far" map is actually this
The "after" version looks very nice!I've played that map, actually, it was pretty good. Also, thanks I appreciate it. Using PeTI to test out these chambers than recreating them in my own image from the ground up is actually working for me a lot better than I thought. It helps get me to see how elements work with one another easily before setting it up proper. This chamber still needs some finalizing before I am up for releasing it.
@Waffles I like the detail you went for with that room, especially the sign knocked off the wall.
@KyloX I like the use of the human models. I'm going to have to play through those maps of yours sometime soon, they look fun.
@Arachnaphob I agree with Cam, that area looks really well done. It's very easy to ruin an area that darkly lit, but you pulled it off rather nicely. Kudos to you.
I recently (and by that I mean a few hours ago) released a new map of my own. Here are the screenshots from it. I went through several versions of it before getting comfortable with it's release.
Re-using leftovers to make one better puzzle is a good strategy. My "A Beam Too Far" map is actually this
The "after" version looks very nice!
I've played that map, actually, it was pretty good. Also, thanks I appreciate it. Using PeTI to test out these chambers than recreating them in my own image from the ground up is actually working for me a lot better than I thought. It helps get me to see how elements work with one another easily before setting it up proper. This chamber still needs some finalizing before I am up for releasing it.
@Waffles I like the detail you went for with that room, especially the sign knocked off the wall.
@KyloX I like the use of the human models. I'm going to have to play through those maps of yours sometime soon, they look fun.
@Arachnaphob I agree with Cam, that area looks really well done. It's very easy to ruin an area that darkly lit, but you pulled it off rather nicely. Kudos to you.
I recently (and by that I mean a few hours ago) released a new map of my own. Here are the screenshots from it. I went through several versions of it before getting comfortable with it's release.
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from CamBen on July 23, 2015, 7:15 amBit of a random update with some screenshots, and a valuable lesson I've learned while mapping (that I hate mapping outdoor areas, [full] compile times are horrendously slow).
Despite the overly effective HDR which I'll fix later, here's some screenshots of the area i've been working on for quite a while now:
1. http://steamcommunity.com/sharedfiles/f ... =486644761
2. http://steamcommunity.com/sharedfiles/f ... =486644503
3. http://steamcommunity.com/sharedfiles/f ... =486644466
4. http://steamcommunity.com/sharedfiles/f ... =486644440
5. http://steamcommunity.com/sharedfiles/f ... =486644415
6. http://steamcommunity.com/sharedfiles/f ... =486644383
7. http://steamcommunity.com/sharedfiles/f ... =486644364Any questions or suggestions for improvement I'd be happy to address.
And here's some extra screenshots I took of the characters I've been working on, in the same map:
1. http://steamcommunity.com/sharedfiles/f ... =486644727
2. http://steamcommunity.com/sharedfiles/f ... =486644633
3. http://steamcommunity.com/sharedfiles/f ... =486644597
4. http://steamcommunity.com/sharedfiles/f ... =486644698
5. http://steamcommunity.com/sharedfiles/f ... =486644664
6. http://steamcommunity.com/sharedfiles/f ... =486644535
7. http://steamcommunity.com/sharedfiles/f ... =486644565
Bit of a random update with some screenshots, and a valuable lesson I've learned while mapping (that I hate mapping outdoor areas, [full] compile times are horrendously slow).
Despite the overly effective HDR which I'll fix later, here's some screenshots of the area i've been working on for quite a while now:
1. http://steamcommunity.com/sharedfiles/f ... =486644761
2. http://steamcommunity.com/sharedfiles/f ... =486644503
3. http://steamcommunity.com/sharedfiles/f ... =486644466
4. http://steamcommunity.com/sharedfiles/f ... =486644440
5. http://steamcommunity.com/sharedfiles/f ... =486644415
6. http://steamcommunity.com/sharedfiles/f ... =486644383
7. http://steamcommunity.com/sharedfiles/f ... =486644364
Any questions or suggestions for improvement I'd be happy to address.
And here's some extra screenshots I took of the characters I've been working on, in the same map:
1. http://steamcommunity.com/sharedfiles/f ... =486644727
2. http://steamcommunity.com/sharedfiles/f ... =486644633
3. http://steamcommunity.com/sharedfiles/f ... =486644597
4. http://steamcommunity.com/sharedfiles/f ... =486644698
5. http://steamcommunity.com/sharedfiles/f ... =486644664
6. http://steamcommunity.com/sharedfiles/f ... =486644535
7. http://steamcommunity.com/sharedfiles/f ... =486644565
Aperture Science: We do our science asbestos we can!
Quote from RustyDios on July 24, 2015, 11:30 amLoving the exterior shots, the tunnel and the aperture building look amazing. Really like those "tv bulletin boards". Keep up the good work !
Loving the exterior shots, the tunnel and the aperture building look amazing. Really like those "tv bulletin boards". Keep up the good work !
Quote from HMW on July 26, 2015, 7:05 amI totally agree with RustyDios; that looks amazing! Must have been a lot of work to create.
The one thing I would change, is that huge "KEEP OUT" sign on the Aperture building. The huge perimiter walls, the guards and the lack of windows in the building itself already look plenty intimidating by themselves. Having such a huge sign just makes it comically overblown and takes away from the general badass look of the building, in my opinion.
I totally agree with RustyDios; that looks amazing! Must have been a lot of work to create.
The one thing I would change, is that huge "KEEP OUT" sign on the Aperture building. The huge perimiter walls, the guards and the lack of windows in the building itself already look plenty intimidating by themselves. Having such a huge sign just makes it comically overblown and takes away from the general badass look of the building, in my opinion.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from CamBen on July 26, 2015, 4:53 pm@HMW maybe the keep out sign is a bit much, yea. I might just swap the keep out sign for an aperture science sign of the same size.
Thanks for the feedback guys
@HMW maybe the keep out sign is a bit much, yea. I might just swap the keep out sign for an aperture science sign of the same size.
Thanks for the feedback guys
Aperture Science: We do our science asbestos we can!
Quote from Arachnaphob on July 30, 2015, 4:14 amIt's apparently been more than a month since the last update, and i'm still posting on the same page of the TWPMSP. Huh.
Anyways, here's a WIP thing I finished at 1 AM, and here's that same thing with a silly glitch.
And about that demo... that I mentioned like a decade ago... It's still a thing, but it's just not as early as I would like it to be. (sorry)
It's apparently been more than a month since the last update, and i'm still posting on the same page of the TWPMSP. Huh.
Anyways, here's a WIP thing I finished at 1 AM, and here's that same thing with a silly glitch.
And about that demo... that I mentioned like a decade ago... It's still a thing, but it's just not as early as I would like it to be. (sorry)
Musical website Moddb
Quote from srs bsnss on July 30, 2015, 12:09 pmComing soon to a Workshop near you...(at least, that's what I've been telling myself for the past year or so)
Glad to see things are still happening over here
Coming soon to a Workshop near you...(at least, that's what I've been telling myself for the past year or so)
Glad to see things are still happening over here