The ThinkingWithPortals Map Showcasing Thread

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iWork925
1,080 Posts
Posted Feb 15, 2014
Replied 5 hours later
img
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srs bsnss
552 Posts
Posted Feb 16, 2014
Replied 2 hours later

ChickenMobile wrote:
Sorry to be a bit skeptical here:
I know that the way you mapped there was very productive when it came to detailing, but I noticed that you were just adding in puzzle elements whenever you expanded the map. Wouldn't this mean that the puzzle would be severely lacking in intuition or be really, really simple?

Did you have a sketch, a basic plan or anything to base the chamber off?

Yup - if you employ hawk-like vision, you might see me switch across to another map in the first 20 or so seconds. I drafted the puzzle out in PTI, then rebuilt it in Hammer.

As for being really, really simple, well, it might still be for some :lol: But I did have a plan, yes.

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CamBen
973 Posts
Posted Feb 17, 2014
Replied 1 day later

iWork925 wrote:
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I just portalgasmed a little inside

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Dafflewoctor
415 Posts
Posted Feb 17, 2014
Replied 4 hours later
I wanted to make a colder overgrown map, and I'm pretty satisfied with the result. This is the first half of the chamber.

img

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Gemarakup
1,183 Posts
Posted Feb 17, 2014
Replied 3 hours later
YAY...yay...yaaa!@$#@#$@. Sorry. Doesn't work. Looks good though.
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srs bsnss
552 Posts
Posted Feb 18, 2014
Replied 15 hours later

Dr.Toaster Waffles wrote:
I wanted to make a colder overgrown map, and I'm pretty satisfied with the result. This is the first half of the chamber.

img

Looks nice so far :thumbup: I'm getting a 'Vestibule' feeling from it. Make sure it isn't just dark, though (it doesn't look that dark ATM, but be careful that this doesn't happen).

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Dafflewoctor
415 Posts
Posted Feb 18, 2014
Replied 7 hours later

srs bsnss wrote:
I'm getting a 'Vestibule' feeling from it.

I really liked Vestibule's floor destruction style so I did use it here. Hope you're okay with that, Idolon.

yishbarr wrote:
YAY...yay...yaaa!@$#@#$@. Sorry. Doesn't work. Looks good though.

I appreciate it. :thumbup:

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tile
380 Posts
Posted Feb 18, 2014
Replied 6 hours later

the portal 1 themed tf2 map from reepblue was the coolest thing i've ever seen. and i don't even PLAY tf2!

anyways, here's some pics of a map i'm working on for my mod iris:

http://h2fgamedev.blogspot.com/

I would post here, but it's a lot of pics to post, so i'll just give you guys a link to my blog post about it.

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Idolon
417 Posts
Posted Feb 18, 2014
Replied 4 hours later

Dr.Toaster Waffles wrote:
I really liked Vestibule's floor destruction style so I did use it here. Hope you're okay with that, Idolon.

Sorry, I copyrighted my floor style. You'll have to pay a $150 royalty.
(just kidding, I'm actually pretty happy that someone's using my work as reference)

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iWork925
1,080 Posts
Posted Feb 18, 2014
Replied 8 minutes later

CamBen wrote:
I just portalgasmed a little inside.

:smile:

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CamBen
973 Posts
Posted Feb 19, 2014
Replied 39 minutes later

tile wrote:
the portal 1 themed tf2 map from reepblue was the coolest thing i've ever seen. and i don't even PLAY tf2!

anyways, here's some pics of a map i'm working on for my mod iris:

http://h2fgamedev.blogspot.com/

I would post here, but it's a lot of pics to post, so i'll just give you guys a link to my blog post about it.

Two little things I noticed: the floor button has no base and the observation room walls look a bit too destroyed. Other than that it looks good. I personally would use a custom texture of the concrete that is lighter, but with darker rust stains and dirt, or just concrete.

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Gemarakup
1,183 Posts
Posted Feb 19, 2014
Replied 9 hours later
Same thing with me.
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tile
380 Posts
Posted Feb 19, 2014
Replied 12 hours later
not sure what you mean by destroyed. aside from missing ceiling tiles, it looks ok to me. can you be a little bit more specific please?
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srs bsnss
552 Posts
Posted Feb 20, 2014
Replied 6 hours later

tile wrote:
not sure what you mean by destroyed. aside from missing ceiling tiles, it looks ok to me. can you be a little bit more specific please?

It's because of the dirty wall textures - perhaps try some other concrete ones. Aside from that though, looks nice. I've always like outdoor maps, and you've blended inside and outside quite well.

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Sejievan
232 Posts
Posted Feb 20, 2014
Replied 15 hours later
I need some thoughts, ideas, suggestions about this pics.. anyone? :smile:

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Arachnaphob
412 Posts
Posted Feb 20, 2014
Replied 1 hour later
I love them so so so so much! Nicely done!
A few suggestions:
-In the first picture, try adding some panels on the roof, but not many. Just enough to stay interesting.
-you can never have too few vactubes. Take a look at how many there are in the part where Wheatley breaks you out of the light bridge test.

Btw, is this part of TLFS part 4?

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Sejievan
232 Posts
Posted Feb 20, 2014
Replied 53 minutes later

Arachnaphob wrote:
I love them so so so so much! Nicely done!
A few suggestions:
-In the first picture, try adding some panels on the roof, but not many. Just enough to stay interesting.
-you can never have too few vactubes. Take a look at how many there are in the part where Wheatley breaks you out of the light bridge test.

Btw, is this part of TLFS part 4?

Thx for the suggestions man :smile: and yup, it is.

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Arachnaphob
412 Posts
Posted Feb 21, 2014
Replied 4 hours later
This is my first Art Therapy styled map! It's still a HEAVY work in progress.
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beecake
484 Posts
Posted Feb 21, 2014
Replied 2 hours later

An underground room. It hasn't been used in a long time. Anything I should add?

http://cloud-3.steampowered.com/ugc/594 ... 25AB66AC9/

http://cloud-4.steampowered.com/ugc/594 ... E72BF4412/

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Gemarakup
1,183 Posts
Posted Feb 21, 2014
Replied 1 hour later

Arachnaphob wrote:
This is my first Art Therapy styled map! It's still a HEAVY work in progress.

I don't know. It's good, but I think you misunderstood the concept of the Art Therapy design having your chamber suspended above a flooded area with a huge BTS that looks like an airport or whatever. > beecake wrote:

An underground room. It hasn't been used in a long time. Anything I should add?

http://cloud-3.steampowered.com/ugc/594 ... 25AB66AC9/

http://cloud-4.steampowered.com/ugc/594 ... E72BF4412/

Ehh, more models, hole in the ceiling, lights that actually have a source and observation rooms. Hope that's what fills up the emptiness.