The ThinkingWithPortals Map Showcasing Thread
srs bsnss wrote:
I like airports because they remind me of Portal 2, so you're not alone on the airport thing. Large, open spaces in general (but not outdoors), to be honest. Dunno why.
When you guyz are at an airport, I guess you can look for and find portalable surfaces pretty fast 
Our airport has portals, Portal A and Portal B 
srs bsnss wrote:
yishbarr wrote:Why? It looks good.
What he said was 'under no circumstances', so I think he's agreeing with you.
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yes, i am. 

Something I'm working on while my other maps vegetate enough that I can go back and spot any last errors (on that note, the projected release date for them is now the first week of 2014).
Still got a bit of work to do as far as detailing goes, on this one.
srs bsnss wrote:
Looking good
Maybe just some more debris on the ground? Cables from the ceiling would be a nice touch to
Other then that, it's looking really good
!
srs bsnss wrote:
That looks really good! I don't know why but it kinda reminds of Test Chamber 14 of Chapter 3.

RectorRocks wrote:
That looks really good! I don't know why but it kinda reminds of Test Chamber 14 of Chapter 3.
That is exactly the chamber the visuals were based on, actually. It's the roof tiles, and the low ceiling and such that I tried to recreate.
Here's an updated screenie:

I added more destruction, and added some more red ambient light for the buttons.
The map is pretty much done, but I'm waiting until the weekend to upload it.
yishbarr wrote:
What is a button ambient? Is it a light entity or something that makes the button glow? If it is, what are the keyvalues?
I'm pretty sure he means just a regular reddish light entity around the button that gives it a faint red glow.
CamBen wrote:
yishbarr wrote:What is a button ambient? Is it a light entity or something that makes the button glow? If it is, what are the keyvalues?
I'm pretty sure he means just a regular reddish light entity around the button that gives it a faint red glow.
Indeed. You can copy and paste the exact settings from the .vmf sp_a2_trust_fling I believe. It comes with the authoring tools
.
srs bsnss wrote:
random headcannon time:
imo the lighting here makes the fizzlers look extremely muddy. It probably has more to do with a lack of texture variety; because the fizzlers are so long it almost makes the texture seem stretched. It could just be my eyes playing tricks, but even so i want you to know the effect is there.
Additionally, you have a lot of unnecessary ground debris props scattered everywhere instead actual brush breakage, (dips in the floor or something), which i think would look much better. atm it sort of looks like calculated prop-spam. If you do change the floor you might have to alter your projected texture though.
About the ceiling. I know you wanted to go for the style shown in the valve laser map, with a destroyed but mostly flat ceiling, but in that example the whole room is designed to project longevity, and it looks strange to me when those features are used in a small, squarish, environment. I think some height, especially near the end of the room by the exit, would look very nice. (By the way, this room's ceiling is begging for wires!)
I guess all of this comes down to more of a personal preference, however. If you're nearly finished I can see why you wouldn't want to do all of this, because it sort of looks fine already; this is more of nitpicking on my part.
Oh yeah and put some warm lights near the exit or something because contrast with buttons
EDIT: Oh, one thing you can't see in this pic is a bunch of powerup panels in the floor.
srs bsnss wrote:
EDIT: Oh, one thing you can't see in this pic is a bunch of powerup panels in the floor.
And the laser emitter. Or is it there? I can't see it clearly.
RectorRocks wrote:
srs bsnss wrote:EDIT: Oh, one thing you can't see in this pic is a bunch of powerup panels in the floor.
And the laser emitter. Or is it there? I can't see it clearly.
Mmhm, it's on the wall behind the camera, over near the far side. Can't see it past the fizzler.
EDIT: The map is now up!
Six Section Connection
DaMaGepy wrote:
Map is 25% complete: First mini-puzzle cave before the outside part
Quick, someone give him community spotlight before he releases! That. Looks. Awesome! I want to make a TARDIS just to play it! Are those ported HL2 models I see?
DaMaGepy wrote:
Map is 25% complete: First mini-puzzle cave before the outside part
That looks... really good! This actually looks like a chamber build within the structure of the cave, instead of a cave build around a chamber.