The ThinkingWithPortals Map Showcasing Thread

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Idolon
417 Posts
Posted Nov 25, 2013
Replied 54 minutes later
I'm really digging the first and last screenshots. The others are pretty bland, but those two show a lot of creativity. Keep it up!
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Gemarakup
1,183 Posts
Posted Nov 26, 2013
Replied 4 hours later
This is just great.
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Dafflewoctor
415 Posts
Posted Nov 26, 2013
Replied 6 hours later

Arachnaphob wrote:
Just some more pictures from the lost tests.

:potd:

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Dafflewoctor
415 Posts
Posted Nov 26, 2013
Replied 1 minutes later
double post.
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Tmast98
210 Posts
Posted Nov 26, 2013
Replied 51 minutes later
Early teaser this week since I won't be on much Wednesday-Friday to upload it:

img

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Dafflewoctor
415 Posts
Posted Nov 26, 2013
Replied 45 minutes later
I think it looks great, but personally I think the indicator lights should be green and switch to red when activated. :lol:
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Tmast98
210 Posts
Posted Nov 26, 2013
Replied 2 hours later

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. :lol:

Origonally we had played around with this idea, but we did not end up implimenting it for several reasons:

  1. 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.

  2. File size. The map with everything in it currently is nearing 100mb :lol:, we would not have had the space for reskined button models and laser models to keep this consitancy.

  3. 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 :biggrin:.

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Gemarakup
1,183 Posts
Posted Nov 26, 2013
Replied 45 minutes later
Turrets that have hats!
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Caden
174 Posts
Posted Nov 26, 2013
Replied 4 hours later

yishbarr wrote:
Turrets that have hats!

img

Not like it's been a secret or anything.

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Tmast98
210 Posts
Posted Nov 26, 2013
Replied 5 minutes later

Caden wrote:
yishbarr wrote:

Turrets that have hats!

img

Not like it's been a secret or anything.

No, no it hasn't :lol:

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Gemarakup
1,183 Posts
Posted Nov 26, 2013
Replied 5 hours later
I know. I've also played Weighted Wonderland.
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Tmast98
210 Posts
Posted Nov 27, 2013
Replied 58 minutes later

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 :smile:.

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Gemarakup
1,183 Posts
Posted Nov 27, 2013
Replied 1 hour later
Do you basically parent the model to the turret and put it on the turret's head?
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Tmast98
210 Posts
Posted Nov 27, 2013
Replied 1 hour later

yishbarr wrote:
Do you basically parent the model to the turret and put it on the turret's head?

Exactly :biggrin:

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Another Bad Pun
516 Posts
Posted Nov 30, 2013
Replied 3 days later
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)
https://www.youtube.com/watch?v=trS2nojw6UY
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Gemarakup
1,183 Posts
Posted Dec 01, 2013
Replied 7 hours later
I like it how some people understand that the original portal has a different style and not "Degraded" comparing to P2.
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RubbishyUsername
167 Posts
Posted Dec 01, 2013
Replied 4 hours later
I was actually just thinking that. From PTI maps, I know that blacked out walls and floors look terrible in Portal 2 for a square corridor like that, and we would probably consider that map to be far too small in the first place.

Makes me wonder what a Portal 2/Portal hybrid would look like...

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Gemarakup
1,183 Posts
Posted Dec 01, 2013
Replied 5 hours later
Look up "Conversion" on greenlight. It's a hybrid design. I also noticed that maps like "manic mechanic" with lots of personalization are really hard to get to look good in Portal 2. (Solution: Make a Portal 1 puzzle build map in portal 2 with reepblue's beta textures which have the same shade colouring in each tile, unlike the stock textures. Also use portal 1 platforms instead of P2's and use other different portal designs. I personally don't think portal 1 textures provided in portal 2 look good, and "conversion/afterword" solved that problem by recreating them).
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User
630 Posts
Posted Dec 01, 2013
Replied 1 hour later

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 :thumbup:

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srs bsnss
552 Posts
Posted Dec 02, 2013
Replied 20 hours later
Something I started working on yesterday. Couple things still to go, but mostly done.

img

img

img

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.