The ThinkingWithPortals Map Showcasing Thread
Quote from Ciirulean on October 24, 2015, 6:57 pmjosepezdj wrote:I'm not trying to be rude, but here's my honest CC: It has a lot of promise but the execution is really bad, especially the textures. There's no consistency. The white walls don't look good against the black ones, the floor doesn't mix well with anything, and the Portal 2 textures/models are jarringly different from everything else in the picture.
Couple this with the boxy design, and IMO it just looks like a Doom level with HD textures.
I'm not trying to be rude, but here's my honest CC: It has a lot of promise but the execution is really bad, especially the textures. There's no consistency. The white walls don't look good against the black ones, the floor doesn't mix well with anything, and the Portal 2 textures/models are jarringly different from everything else in the picture.
Couple this with the boxy design, and IMO it just looks like a Doom level with HD textures.
Quote from josepezdj on October 25, 2015, 8:38 am@Ciirulean: thanks for your sincere comment, mate. I guess we have different tastes since I'm pretty happy with the result. Cheers!
@Ciirulean: thanks for your sincere comment, mate. I guess we have different tastes since I'm pretty happy with the result. Cheers!
Quote from splatt on October 25, 2015, 1:52 pmCiirulean wrote:josepezdj wrote:I'm not trying to be rude, but here's my honest CC: It has a lot of promise but the execution is really bad, especially the textures. There's no consistency. The white walls don't look good against the black ones, the floor doesn't mix well with anything, and the Portal 2 textures/models are jarringly different from everything else in the picture.
Couple this with the boxy design, and IMO it just looks like a Doom level with HD textures.
Gonna have to second this. The textures just don't really look nice together; the wood doesn't really go with anything nicely. Sorry.
I'm not trying to be rude, but here's my honest CC: It has a lot of promise but the execution is really bad, especially the textures. There's no consistency. The white walls don't look good against the black ones, the floor doesn't mix well with anything, and the Portal 2 textures/models are jarringly different from everything else in the picture.
Couple this with the boxy design, and IMO it just looks like a Doom level with HD textures.
Gonna have to second this. The textures just don't really look nice together; the wood doesn't really go with anything nicely. Sorry.
Quote from TreasureGhost on October 26, 2015, 12:44 amIn my opinion, the map is nice. Jose, I have spotted an antline mistake of yours, in antline 'wall switch' (from wall to another wall, from floor to wall etc.) you should not use Aperture logo antlines, but in this case, big squares.
In my opinion, the map is nice. Jose, I have spotted an antline mistake of yours, in antline 'wall switch' (from wall to another wall, from floor to wall etc.) you should not use Aperture logo antlines, but in this case, big squares.
Quote from josepezdj on October 26, 2015, 6:29 am@TreasureGhost: thanks for your appreciation, man!
TreasureGhost wrote:you should not use Aperture logo antlines, but in this case, big squares.Hmm... I think I didn't use any Aperture logo antiline, but I'll check for it, thanks.
@TreasureGhost: thanks for your appreciation, man!
Hmm... I think I didn't use any Aperture logo antiline, but I'll check for it, thanks.
Quote from TreasureGhost on October 26, 2015, 9:11 amYou must use aperture logo antlines which in this case are big squares, but not in wall switch, only when its a 90 degree turn on the same axis, you should also not use them near an indicator panel, but I doubt you did.
Cheers!
You must use aperture logo antlines which in this case are big squares, but not in wall switch, only when its a 90 degree turn on the same axis, you should also not use them near an indicator panel, but I doubt you did.
Cheers!
Quote from quaternary on October 26, 2015, 10:17 pmHmm. It's a very interesting design. Looks "boxy" from the screenshot, I guess you could say that, but as a PTI man myself I see no shame in "boxy"
The wood is definitely a bold design choice but, I think it might work. Adds some color to the room, I suppose? Having just a plain black floor would be super dull so having the wood there shakes it up a bit. I'll have to wait and see how it looks in-game
Hmm. It's a very interesting design. Looks "boxy" from the screenshot, I guess you could say that, but as a PTI man myself I see no shame in "boxy"
The wood is definitely a bold design choice but, I think it might work. Adds some color to the room, I suppose? Having just a plain black floor would be super dull so having the wood there shakes it up a bit. I'll have to wait and see how it looks in-game
Quote from AuesomeMan3840 on October 27, 2015, 2:50 amWorking on my first map using the destroyed theme.
http://imgur.com/ZFAQyE1
Got the base shape down, and started detailing it now.
Working on my first map using the destroyed theme.
http://imgur.com/ZFAQyE1
Got the base shape down, and started detailing it now.
Quote from TreasureGhost on October 27, 2015, 7:36 amLooks cool! Keepit up.
Looks cool! Keepit up.
Quote from DaMaGepy on October 27, 2015, 11:31 amJosepezdj: I think the wood looks weird first because it gives a direction on the floor (its either north/south or east/west where they stretched, but IMHO that makes orientation easier, and I a wooden footstep sound I guess...
I have a feeling that I will like the design, but not the puzzle
Josepezdj: I think the wood looks weird first because it gives a direction on the floor (its either north/south or east/west where they stretched, but IMHO that makes orientation easier, and I a wooden footstep sound I guess...
I have a feeling that I will like the design, but not the puzzle