The ThinkingWithPortals Map Showcasing Thread

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DaMaGepy
361 Posts
Posted Dec 17, 2013
Replied 12 hours later
I also started to make a new map yesterday after I sorted out the companion turret.
room1a
room1b
Turret in action
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srs bsnss
552 Posts
Posted Dec 17, 2013
Replied 2 hours later

DaMaGepy wrote:
I also started to make a new map yesterday after I sorted out the companion turret.
room1a
room1b
Turret in action

No Money For Chambers 2, eh? Looks pretty good :thumbup:

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CamBen
973 Posts
Posted Dec 17, 2013
Replied 6 minutes later
Gotta love that lone bean can in the middle of the room anyway, looking forward to the map, no money for chambers was fun.
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Tmast98
210 Posts
Posted Dec 17, 2013
Replied 8 minutes later

laakkone wrote:
Something I've been working on. Please note there are no indicators yet.

**IMAGES**

The best compliment I can give this map is that after I play it, I'm going to be no clipping around it to see all the details!

Seriously impressive work :thumbup:

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Gemarakup
1,183 Posts
Posted Dec 17, 2013
Replied 2 hours later
I think it's more of a damagepy 5, because No Money For Chambers actually didn't have a chamber.
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DaMaGepy
361 Posts
Posted Dec 17, 2013
Replied 3 hours later
It had one, and another one above it, and then another in an open cave. This is a cave too, but most of the puzzles will be outside. ITs just the main room for the companion turret.
No money means they use abandoned mines and caves with minor reconstructions, and they salvage old tools :smile:
img
I've updated the 3 pic that I posted before, now they have some detailing, indicators, vegetation and overlays...
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User
630 Posts
Posted Dec 17, 2013
Replied 46 minutes later

DaMaGepy wrote:
-Picture-

Just looks great! :biggrin: Cant wait to play your map :thumbup:

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Ultiman9711
118 Posts
Posted Dec 18, 2013
Replied 18 hours later

DaMaGepy wrote:
-Picture-

Yes, I can't wait either! It's been a while since the first one came out.

Anyways, here's a couple old pics I found on my desktop of my current map I'm working on
img
img
img
Please excuse some of the minor errors, like that fizzler. It's fixed now.

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Gemarakup
1,183 Posts
Posted Dec 18, 2013
Replied 29 minutes later
Looks nice. Never seen a Portal 1 chamber with missing walls before.
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srs bsnss
552 Posts
Posted Dec 19, 2013
Replied 14 hours later
img

Heavy WIP, but my question is; does this transition look weird? Going straight from the test chamber walls to the BTS walls? I don't usually do it, but I've kept changing the hazard at the bottom of the pit so I never designed it as a standard bottomless pit.

Ignore the catwalk.

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DaMaGepy
361 Posts
Posted Dec 19, 2013
Replied 2 hours later
The bottomless pit is a lie. You need to hit something eventually :smile:
For me its pretty ok (at this point everythink goes until its not the usual PTI style), but those who dont like heights maydont like playing similar maps. A "friendly" goo may be better.
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srs bsnss
552 Posts
Posted Dec 19, 2013
Replied 38 minutes later
Mmm, maybe. At one point I had a pit with goo at the bottom, but it didn't really look right. I may just have a standard height goo pit.

This is what the pit looks like at the moment:
img

I still don't know about the walls though. Should the pit area be wider than the chamber walls, or can I just keep it level with the chamber walls?

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Sejievan
232 Posts
Posted Dec 19, 2013
Replied 2 hours later

srs bsnss wrote:
Mmm, maybe. At one point I had a pit with goo at the bottom, but it didn't really look right. I may just have a standard height goo pit.

This is what the pit looks like at the moment:
-PICTURE-

I still don't know about the walls though. Should the pit area be wider than the chamber walls, or can I just keep it level with the chamber walls?

You could do a soft transition with some squares and the bts walls behind... more or less like this one
img
(image from "master test" by Pac0master)

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Gemarakup
1,183 Posts
Posted Dec 19, 2013
Replied 1 hour later
Did you use a fog volume at the bottom? I don't really understand how to get stuff to look like that?
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srs bsnss
552 Posts
Posted Dec 19, 2013
Replied 9 minutes later

Sejievan wrote:
srs bsnss wrote:

Mmm, maybe. At one point I had a pit with goo at the bottom, but it didn't really look right. I may just have a standard height goo pit.

This is what the pit looks like at the moment:
-PICTURE-

I still don't know about the walls though. Should the pit area be wider than the chamber walls, or can I just keep it level with the chamber walls?

You could do a soft transition with some squares and the bts walls behind... more or less like this one
-pic-

Yeah, I guess so. It was mostly a question of "Does this look decent enough that I don't have to do any extra work?" :lol: But yeah, I guess I'll do a proper transition.

yishbarr wrote:
Did you use a fog volume at the bottom? I don't really understand how to get stuff to look like that?

Looks like normal fog to me. Perhaps the start and end values are close together?

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Sejievan
232 Posts
Posted Dec 19, 2013
Replied 33 minutes later
I guess that is a normal env_fog_controller, i forgot to say that the image is not mine, i get just by example from a map called "Master test" by Pac0master. =)
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Gemarakup
1,183 Posts
Posted Dec 19, 2013
Replied 2 hours later
I was asking about the image before that.
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Sejievan
232 Posts
Posted Dec 19, 2013
Replied 15 minutes later

yishbarr wrote:
I was asking about the image before that.

Oh... ok :smile:

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laakkone
47 Posts
Posted Dec 19, 2013
Replied 7 hours later
This map is about to be finished, so heres some screenies before I fall asleep. :snooze:

img

img

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Arachnaphob
412 Posts
Posted Dec 19, 2013
Replied 24 minutes later

laakkone wrote:
This map is about to be finished, so heres some screenies before I fall asleep. :snooze:

Amazing! I really like the lighting. In the first picture did you use an effect after the screenshot or did you do some fancy effects in game. I can never get lighting to look like that. (Even with HDR)