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I'm working on a map pack centered around color-based puzzles. I have one or two screenshots of one of the puzzles floating around, but nothing I really am wanting to post publically yet. I've been having reskinning the cubes and buttons (not the actual skinning, but importing them in-game), so it isn't at the top of my list of projects to finish.

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Leck wrote:
Working on my november contest map and hoping I finish in time :|

Good luck, as we still have time!

Currently working on Darksiders 3.
msleeper wrote:
Red Green Blue

I'm working on a map pack centered around color-based puzzles. I have one or two screenshots of one of the puzzles floating around, but nothing I really am wanting to post publically yet. I've been having reskinning the cubes and buttons (not the actual skinning, but importing them in-game), so it isn't at the top of my list of projects to finish.

Do you accidentaly have a pink/purple-ish skin to the button (companion button :lol: ). I have a few puzzles that requires only the companion cube to activate a button and not any other, and a different color would separate them from normal buttons quite nicely.

Edit: And yeah, I'm working on something, but it won't be finished for a long time yet.
mmmm...new kinds of puzzles^^

Not thinking without portals at the very least...

No, the model won't even finish the recompile, so I can't even get that far.

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Damn. The companion cube sign overlay it is then.

Not thinking without portals at the very least...

cp_station
I've got really into this map for TF2, It's not going to knock TS13 off my priorities but its something to keep my mind fresh - making portal maps every evening does get quite repetative.
I've got the whole level roughed out in developer textures and I'm neatening things up and adding textures right now.

Update on TS13
I'm up to chamber 16, which promises to be a good'n, as long as I can get the turrets to work how I imagine them.

I'm now working on the introductory level to my map pack, as well as fleshing out the story. I'm planning on setting it as the 7 hour war starts, with you underground on a tour of aperture labs.

I'm planning a "Return to Aperture" style thing, consisting of a number of maps. I think that the observation rooms were really underutilised in the game, so mine will be based a lot in the "working" side of Aperture. I'll probably have the player negotiate a couple of test chambers as well though.

Still trying to think of a story.

MrTwoVideoCards wrote:
I'm working with gravity as a staple within puzzles. Effecting how items can be tossed, and float in mid air. I've also nailed down being able to change the direction of the gravity, in all 3d movements. I've also nailed down making each object to have its own gravity, so you might be able to jump higher than a cube for instance or many other things. Mainly all speed, its alot of entity's involved, but so far here is what i have:

http://forums.thinking.withportals.com/dload.php?action=file&file_id=106

wow and DAMN - i just read this and realised that my new map uses something similiar but your effects are WAY better than mine .. anyways i hope i finish it today fot the mapping contest

Image

Aperture Files

I'm working on a map that will have 19 challenges.I'm making new devices in-game too like the Aperture Science Cube Constrainer:
I need to experiment more with the AI Override stuff,since the turret won't shoot at you or at other turrets when overriden,there's not much point.I'll be making challenges in the future that require lasers to be pointed at certain objects to open doors etc.

[img]http://i74.photobucket.com/albums/i261/Mr-Photo/aperture_test_20010.jpg[/img]

[img]http://i74.photobucket.com/albums/i261/Mr-Photo/aperture_test_00013.jpg[/img]

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