The ThinkingWithPortals Map Showcasing Thread
Arachnaphob wrote:
Just some more pictures from the lost tests.


Dr.Toaster Waffles wrote:
I think it looks great, but personally I think the indicator lights should be green and switch to red when activated.
Origonally we had played around with this idea, but we did not end up implimenting it for several reasons:
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Confusion. Stereotypically green is good and red is bad. However, red would be closer to the orange state of on. We would also have to reskin the floor button models, the laser catchers and other things to keep a consistant color scheme.
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File size. The map with everything in it currently is nearing 100mb
, we would not have had the space for reskined button models and laser models to keep this consitancy. -
We didn't want to change the general stuff of portal too much. People would be used to the orange/blue color scheme in portal, and we didn't want to mess with it
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yishbarr wrote:
Turrets that have hats!
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Not like it's been a secret or anything.
Caden wrote:
yishbarr wrote:Turrets that have hats!
Not like it's been a secret or anything.
No, no it hasn't 
yishbarr wrote:
I know. I've also played Weighted Wonderland.
Yeah, we're using a different santa hat model though, you could probably tell that though
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yishbarr wrote:
Do you basically parent the model to the turret and put it on the turret's head?
Exactly 
It's currently not too hard, or large, but Im going to keep working it. (The cube hallway is too bright but oh well)
https://www.youtube.com/watch?v=trS2nojw6UY
Makes me wonder what a Portal 2/Portal hybrid would look like...
Another Bad Pun wrote:
Working on a Portal map:
It's currently not too hard, or large, but Im going to keep working it. (The cube hallway is too bright but oh well)
- Vid
I Like it ![]()



I'm planning to give it a slightly more BTS feel, open up the walls to show wall modules and such, as seen in the team building course in co-op. Plus a few other details, like supports for the grating, lighting, etc etc.