The ThinkingWithPortals Map Showcasing Thread

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srs bsnss
552 Posts
Posted Aug 06, 2014
Replied 3 hours later

d3m0l1sh3r wrote:
WIP

Hmm...looks familiar! Great work

d3m0l1sh3r wrote:
I present to you Crane Simulator 2014 P2 edition
http://www.youtube.com/watch?v=ot_k7WcZAl0

I really like this concept, actually. I can imagine it being used in BTS maps.

laakkone wrote:
Some sequel to the sewer picture I posted ages ago

Link to bit larger image in case you can't see a thing from that darkness.

Looks great! A really nice HL2/eerie feel to it.

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d3m0l1sh3r
26 Posts
Posted Aug 06, 2014
Replied 2 hours later

srs bsnss wrote:
I really like this concept, actually. I can imagine it being used in BTS maps.

No need to imagine, it already used on very first map in relaxation vault.

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srs bsnss
552 Posts
Posted Aug 06, 2014
Replied 2 hours later

d3m0l1sh3r wrote:
srs bsnss wrote:

I really like this concept, actually. I can imagine it being used in BTS maps.

No need to imagine, it already used on very first map in relaxation vault.

Oh, right. Can't say I've played it, unfortunately, so I didn't realize. I guess I'll have to.

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d3m0l1sh3r
26 Posts
Posted Aug 06, 2014
Replied 1 hour later
Aperture Companion Lamp (map is random testing playground, so ignore it)
http://www.youtube.com/watch?v=AxrFEa29XNU
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FelixGriffin
2,680 Posts
Posted Aug 10, 2014
Replied 4 days later

srs bsnss wrote:
I really like this concept, actually. I can imagine it being used in BTS maps.

Some unrecorded Wheatley lines in the choreo scripts imply that the neurotoxin-generator puzzle originally involved attracting bombs with a magnet on a crane, which in some ways would have made more sense (it introduces the bombs early, and doesn't require portals to work in a way that they never do at any other point).

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CamBen
973 Posts
Posted Aug 12, 2014
Replied 2 days later

Ported Combined Technologies over to the portal 1 engine, gave me incentive to fix ugly areas I had made when I was an idiot.

prepare your eyes, the "BEFORE" images are weird and ugly.
BEFORE

AFTER
http://steamcommunity.com/sharedfiles/filedetails/?id=299759213 http://steamcommunity.com/sharedfiles/f ... =299759196 http://steamcommunity.com/sharedfiles/f ... =299759166 http://steamcommunity.com/sharedfiles/f ... =299758651
Excuse the skybox on here, I haven't imported the trees from EP2 and portal 2 to use so I just put in some placeholder trees for reference.

also performed a successful head swap for portal 1 chell specifically for my mod:

http://steamcommunity.com/sharedfiles/f ... =297500988
finally got vertex weights to work so it does animate properly, which doesn't matter much cause portal 1 chell's animations are cringe-worthy

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josepezdj
2,386 Posts
Posted Aug 13, 2014
Replied 3 hours later
Ben, honestly, there was something in the previous ones that I liked much over the new concept

I think this new style is too serious (it even reminds me of a faculty), and I'm not particularly fond of such a corinthian style.

You dismissed the cool new typography for "Aperture - Combined Technologies" and that big arch above the entry. I think that was the way to go.... to my taste. Just looking at the picture of the entrance you think "something interesting and/or dangerous must be going in on in there" while now all that you could be afraid of is... books? :p. I like the new pavement path and grass though

Loving the model reskin! mainly the jumpsuit, her hair is strange, although I like her face features

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CamBen
973 Posts
Posted Aug 13, 2014
Replied 51 minutes later
I'll experiment a bit with the font and such, but I wanted the newly designed area to look more like an actual building instead of some strange thing. Luckily, it's still largely a WIP, so I can change anything around right now.

I can even add that arch back in, I was rather fond of it too, I just didn't know if it was actually going to go over too well with the style. I'm going to experiment around a bit. Also, keep in mind that the aperture building, in this case, is not actually an entrance.You escape from the area out a side entrance I have yet to add. one thing that is for certain is staying are the areas on the sides, and the lighting. Looking back I really hate the lighting in a lot of my older maps.

Who knows, maybe I'll add the giant arch back in over the current giant signage thing, and change the area up a bit so that the pillars are more like the supports on the building. I'll try some stuff, and I appreciate opinions on it.

And that hair is a very long strange story...
But at least it's different than chell

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d3m0l1sh3r
26 Posts
Posted Aug 14, 2014
Replied 1 day later
I present to you portable funnels
http://www.youtube.com/watch?v=875yUo6FhSo
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RustyDios
154 Posts
Posted Aug 15, 2014
Replied 10 hours later
Woah!... that was cool!.. What was that last bit though!.. Hyper Funnel Effect!
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Idolon
417 Posts
Posted Aug 15, 2014
Replied 1 hour later
Ben, I think part of why Josepezdj doesn't like the new building style is it has a much less distinct silhouette. There aren't any large, distinct architectural features, whereas the old building had a large semicircle above the entrance, and a cylindrical tower to the side.

For inspirationm, you should take a look into brutalist architecture, as well as the Stage Center building in Oklahoma City.

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CamBen
973 Posts
Posted Aug 15, 2014
Replied 2 hours later

I recently added the semicircle back onto the top and I'm liking the look, I'll post pics sometime later cause I haven't taken any yet and I'm not on my computer.
Also, keep in mind that various areas show take place in 2 separate universes, both of which are alternate universes to the portal story line, and one of them is the universe that PTI takes place in where Cave and Greg are alive in the Portal era.

http://steamcommunity.com/sharedfiles/f ... =300557527

http://steamcommunity.com/sharedfiles/f ... =300557590

http://steamcommunity.com/sharedfiles/f ... =300557559
These areas are part of universe 1 ^

And the combined tech building is part of the other universe.
EDIT: looked up brutalist building, found some nice images that i'll use as reference and I like the style but some of them remind me too much of the "tiles citadel" to use.

Also I'm really liking that tunnel-portal combo

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quaternary
171 Posts
Posted Aug 15, 2014
Replied 3 hours later

d3m0l1sh3r wrote:
I present to you portable funnels
http://www.youtube.com/watch?v=875yUo6FhSo

Lol. I was thinking about something like this, but yours is way better (mine relied on a monoportal gun, nothing fancy involved )

How does it work? Invisible funnels?

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Sejievan
232 Posts
Posted Aug 16, 2014
Replied 1 day later

d3m0l1sh3r wrote:
I present to you portable funnels
Video

Ok.. that ending was totaly...
https://www.youtube.com/watch?v=2CYDgezeQas

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PedroDeak
45 Posts
Posted Aug 16, 2014
Replied 2 hours later

Sejievan wrote:
d3m0l1sh3r wrote:

I present to you portable funnels
Video

Ok.. that ending was totaly...
https://www.youtube.com/watch?v=2CYDgezeQas

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Ciirulean
40 Posts
Posted Aug 16, 2014
Replied 1 hour later

Sejievan wrote:
Ok.. that ending was totaly...

Funnily enough that same video was posted in response on another forum board.

Anyway have some ~content.

PedroDeak wrote:

Also nice useless post.

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Sejievan
232 Posts
Posted Aug 16, 2014
Replied 11 minutes later

Ciirulean wrote:
Sejievan wrote:

Ok.. that ending was totaly...

Funnily enough that same video was posted in response on another forum board.

Anyway have some ~content.

pics.

PedroDeak wrote:

Also nice useless post.

Yes, i know.. i saw there and thought the same.

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GameBurger
93 Posts
Posted Aug 26, 2014
Replied 9 days later
A little something I've been working on lately
("The opening hour", coming this weekend approximately)
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Lpfreaky90
2,842 Posts
Posted Aug 26, 2014
Replied 1 hour later

GameBurger wrote:
A little something I've been working on lately

oh that looks awesome!

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GameBurger
93 Posts
Posted Aug 26, 2014
Replied 1 hour later

Lpfreaky90 wrote:
GameBurger wrote:

A little something I've been working on lately

oh that looks awesome!

Thanks a lot! Would not happen without the TWP community