The ThinkingWithPortals Map Showcasing Thread
In the prison cell area, maybe you could change the colour of the fluorescent lights to something a bit more blue-ish to make it look colder. You can then also use neutral or warm lights to highlight areas of interest.
And I'm a bit bothered by the looks of that wall between the locker rooms. It looks like it was built that way instead of having partially collapsed. (If it was built that way, which would be very plausible, I would advise using modular wall panels instead of bricks, since it doesn't need to provide any structural support.)
BTW the turrets look neat with those coloured stripes 
RustyDios wrote:
That looks really cool... I'm not sure the "fizzler prison gates" fit with the rest of the map concept. They seem too "advanced and scientific" for the general old and rusty prison area. Maybe it might be because there are no visible emitters?
I'd like to keep the force field type doors, they hold a special significance in the story. I'll see what I can do about adding in emmiter models.
Cave Johnson - "I'd just like to get it on record that using force fields for doors in a...prison is a bad idea. You know what would have been better? Regular doors, with locks. Locks that don't open when the power goes out!
As for the locker room in between wall, I intended for it to have been built that way, and I have been seriously considering removing it to clear up clutter and movable space in the room, since it isn't very useful.
One that that I really need to get working better is the lighting, which, as said, I should make more bluish. Especially after the power outage scene.
Honestly do you think that seeing entities that can be easily plopped into the map would be more impressive than seeing complex things in a rigid engine? The entire reason I keep going with this is because its actually fun to make, because of the challenges it poses. Why did fracture make "into the multiverse" in portal 2? Probably because that's the mapping engine he started in, feels more comfortable with, he knows portal is a dead game, he doesn't own half life, he is making it in the portal style, and he uses assets from portal 2. Same with me, except I own half life.





I like the tunnel area, and the land is pretty.
Could use something in the background, or at least a higher horizon line. In your first screenshot, it looks a bit like it's floating in the air somewhere. It's likely just me though.
Idolon wrote:
Made a map in 72 hours for a contest. The result:
PICS
Nice map bro
, i fell kinda of sad that are so many good/impressive Tf2 maps out there that people never play on it... well, at least i never found a server with the ones that i liked.. 
CamBen wrote:
I wonder if with that tf2 workshop they will add in some freakish new level editor like pti where you can place control points and briefcases.... Probably not.
That is the absolute worst thing that could happen to the Team Fortress 2 workshop.
Which is why it isn't going to happen. Also it would be impractical as the game's design consists of a little more than 128x128 black and white squares.
I'm tired of seeing them everywhere, and they aren't supposed to be used in finished products.
Anyway nice looking map srs, as always.
Caden wrote:
Srs is a jerk so that's his fault.
Hi Alexander bell
CamBen wrote:
Hi Alexander bell
