The ThinkingWithPortals Map Showcasing Thread

Avatar
Gemarakup
1,183 Posts
Posted Dec 24, 2013
Replied 4 hours later
Another thing in Portal 2 that reminds me of airports are those small coloured lights. Also, the "BTS" of the local shopping centre reminds me of the factory in Portal 2.
Advertisement
Registered users don’t see ads! Register now!
Avatar
DaMaGepy
361 Posts
Posted Dec 24, 2013
Replied 1 hour later

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 :smile:
Our airport has portals, Portal A and Portal B :smile:

Avatar
Gemarakup
1,183 Posts
Posted Dec 24, 2013
Replied 1 hour later
Maybe someone should make an Aperture airport. Some kind of art therapy map without the flooded area, and instead, replace it with the road where all the runways are.
Avatar
tile
380 Posts
Posted Dec 24, 2013
Replied 3 hours later

srs bsnss wrote:
yishbarr wrote:

Why? It looks good.

What he said was 'under no circumstances', so I think he's agreeing with you. :lol:

yes, i am. :biggrin:

Avatar
Sejievan
232 Posts
Posted Dec 25, 2013
Replied 17 hours later
Merry Xmas TWP!! =D Good vibes to everyone, hope that both your lives and your maps be very very awesome!!! =D
Avatar
srs bsnss
552 Posts
Posted Dec 26, 2013
Replied 22 hours later
This thread has too much yapping and not enough mapping! Time to rejuvenate the picture supply:

img

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.

Avatar
Dafflewoctor
415 Posts
Posted Dec 26, 2013
Replied 2 hours later
It looks sort of like that Gridlock map.
Avatar
Tmast98
210 Posts
Posted Dec 26, 2013
Replied 14 hours later

srs bsnss wrote:
img

Looking good :thumbup:

Maybe just some more debris on the ground? Cables from the ceiling would be a nice touch to :thumbup:

Other then that, it's looking really good :biggrin:!

Avatar
RectorRocks
522 Posts
Posted Dec 26, 2013
Replied 8 minutes later

srs bsnss wrote:
img

That looks really good! I don't know why but it kinda reminds of Test Chamber 14 of Chapter 3.

img

Avatar
srs bsnss
552 Posts
Posted Dec 26, 2013
Replied 33 minutes later

RectorRocks wrote:
That looks really good! I don't know why but it kinda reminds of Test Chamber 14 of Chapter 3.

img

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:

img

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.

Avatar
Gemarakup
1,183 Posts
Posted Dec 27, 2013
Replied 3 hours later
What is a button ambient? Is it a light entity or something that makes the button glow? If it is, what are the keyvalues?
Avatar
CamBen
973 Posts
Posted Dec 27, 2013
Replied 1 hour later

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.

Avatar
Tmast98
210 Posts
Posted Dec 27, 2013
Replied 9 hours later

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 :smile:.

Avatar
Another Bad Pun
516 Posts
Posted Dec 27, 2013
Replied 9 hours later

srs bsnss wrote:
img

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

Avatar
srs bsnss
552 Posts
Posted Dec 28, 2013
Replied 2 hours later
That all seems like fair enough observations. I will take you up on the floor debris thing, I agree it does looks a bit odd, although I didn't change it because nobody seemed to mind. I'm a bit limited on how much I can change while still maintaining good map flow, but I'll make a few changes :thumbup:

EDIT: Oh, one thing you can't see in this pic is a bunch of powerup panels in the floor.

Avatar
RectorRocks
522 Posts
Posted Dec 28, 2013
Replied 1 hour later

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.

Avatar
srs bsnss
552 Posts
Posted Dec 28, 2013
Replied 19 minutes later

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

Avatar
DaMaGepy
361 Posts
Posted Dec 29, 2013
Replied 20 hours later
Map is 25% complete: First mini-puzzle cave before the outside part
Avatar
Ultiman9711
118 Posts
Posted Dec 29, 2013
Replied 11 minutes later

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?

Advertisement
Registered users don’t see ads! Register now!
Avatar
Habzs
225 Posts
Posted Dec 29, 2013
Replied 14 minutes later

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.