The ThinkingWithPortals Map Showcasing Thread

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CamBen
973 Posts
Posted Jan 29, 2015
Replied 13 hours later

Just a spooky portal 2 map I was working on, lighting effects are cool too (thanks tmast)
I didn't have much time to do anything interesting today so I decided to post some pics of this.

http://steamcommunity.com/sharedfiles/f ... =383186066

http://steamcommunity.com/sharedfiles/f ... =383186162

http://steamcommunity.com/sharedfiles/f ... =383186145

http://steamcommunity.com/sharedfiles/f ... =383186154

http://steamcommunity.com/sharedfiles/f ... =383186132

http://steamcommunity.com/sharedfiles/f ... =383186122

http://steamcommunity.com/sharedfiles/f ... =383186106

http://steamcommunity.com/sharedfiles/f ... =383186093
I hope to actually finish this one well and make it worth releasing here, cause it hopefully will be better than those crappy noobish horror maps on here, plus I made sure to include the portal gun.

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laakkone
47 Posts
Posted Jan 29, 2015
Replied 6 hours later

CamBen wrote:
Just a spooky portal 2 map I was working on, lighting effects are cool too (thanks tmast)
I didn't have much time to do anything interesting today so I decided to post some pics of this.

[images]

I hope to actually finish this one well and make it worth releasing here, cause it hopefully will be better than those crappy noobish horror maps on here, plus I made sure to include the portal gun.

You should add fog into your level. It really gives great atmosphere when you put start distance value close to 0 or even minus values. Then just play with max distance to adjust its thickness.

ss+(2014-09-27+at+02.00.27).jpg On this I had purple kind of colored fog and its start distance was something close to 0 and max distance around 2000. Can't remember were my values even close to that, but you'll find out when playing with it a little.
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CamBen
973 Posts
Posted Jan 29, 2015
Replied 1 hour later
I'll try adding some fog, probably only in certain parts of the map because otherwise some of the areas will look really weird.
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Skotty
671 Posts
Posted Jan 29, 2015
Replied 1 hour later

CamBen wrote:
Just a spooky portal 2 map I was working on, lighting effects are cool too (thanks tmast) [...]

You should use light-blue, cold light. This makes feel the player even more uncomfortable (little psycho trick, as yellow/orange light feels warm and nice).

Drexen wrote:
https://www.youtube.com/watch?v=cRGqesO6Zcc

Made with phys_thrusters and game_ui?

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Drexen
11 Posts
Posted Jan 29, 2015
Replied 48 minutes later

Skotty wrote:
Drexen wrote:

https://www.youtube.com/watch?v=cRGqesO6Zcc

Made with phys_thrusters and game_ui?

Sure, but a lot more complex stuff as well. Physics for the cameras, scripts for the sphere behaviours, then theres all the respawning/checkpoint scripting,having the spheres interact with fizzlers/paint/lasers properly.

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CamBen
973 Posts
Posted Jan 29, 2015
Replied 6 hours later
Yea I have cool blue lighting or white lighting in most of the areas except 2 warm and 1 red, this part of the map is just the intro cause I want people not to think its a scary map when they play it on the workshop, so the intro is pretty unscary and well lit.

The later areas get progressively darker and creepier

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laakkone
47 Posts
Posted Jan 31, 2015
Replied 1 day later

There it is now if you got some time to play. Can't guarantee its 100% error free.

# Download Test Chamber 17

3.jpg 8.jpg 4.jpg
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KyloX
62 Posts
Posted Feb 01, 2015
Replied 1 day later
Finished the first part. It is smaller than what was intended due that I reach brush_sides limit, so I had to cut the map in half.

# Hex Complex Link is in the download page.

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CamBen
973 Posts
Posted Feb 01, 2015
Replied 4 hours later
Finished part 1 of this map:

The Office Prank: Part 1 - The Mannequins

http://steamcommunity.com/sharedfiles/f ... =385066916

Fair warning: It is not a puzzle map.

&

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l1zardr0ckets
58 Posts
Posted Feb 06, 2015
Replied 4 days later
This is the next "Barriers" map I am working on!
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Lpfreaky90
2,842 Posts
Posted Feb 06, 2015
Replied 3 hours later

Quick reminder: This thread is meant for screenshots and promotion of your map, please refrain from posting links to the maps themselves. They can be added to our download database!

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KyloX
62 Posts
Posted Feb 08, 2015
Replied 1 day later

Hi.

Quickie question: Any suggestions on how to make a good skybox that might look similar to this

http://gamesfiends.com/wp-content/uploa ... creen3.jpg

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d3m0l1sh3r
26 Posts
Posted Feb 08, 2015
Replied 3 hours later
ss (2015-02-08 at 04.26.05).jpg
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josepezdj
2,386 Posts
Posted Feb 08, 2015
Replied 2 hours later

KyloX wrote:
Hi.

Quickie question: Any suggestions on how to make a good skybox that might look similar to this
http://gamesfiends.com/wp-content/uploa ... creen3.jpg

You should post a new thread for "your issue" instead of using the showcasing thread since that kind of question here is offtopic, don't you think?

That skybox in the screenshot lacks a couple of flags in its VTF textures (you can see the sewing lines of the 6 sides of the sky-box). And creating a skybox from scratch is a real pain in the neck, so I'd suggest you to grab any of the multiple skyboxes there are out there. Check out Gamebanana for instance.

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laakkone
47 Posts
Posted Feb 09, 2015
Replied 23 hours later
Heres bunch of quality skyboxes too and very clearly listed too.
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srs bsnss
552 Posts
Posted Feb 09, 2015
Replied 53 minutes later

d3m0l1sh3r wrote:
Overgrown pics

As someone working on an overgrown map, I can appreciate the toil that went into creating this gorgeous room

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radelite
121 Posts
Posted Feb 12, 2015
Replied 3 days later
New map I am working on

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CamBen
973 Posts
Posted Feb 13, 2015
Replied 2 hours later

@Radelite In the first picture the ceiling is lacking detail and depth. Darker lighting with a projected texture could be well employed there, along with more props. The blank white ceiling looks bad for such a tiny room, and the dev door texture should, under most circumstances, avoided at all costs. I recommend switching to the greenish underground door texture instead.

In the second picture, the lighting is too dark for plants to grow, and the ceiling is revealing too much low down blank white texture. Consider adding more rubble, foliage, and a projected texture, as well as raising the ceiling

Edit: also here's a pic of P:CT near the end levels since I'm very disfunctional and tend to skip around:

http://steamcommunity.com/sharedfiles/f ... =391059715
(This place won't be explorable it's just for a brief sequence)
Still very much WIP, I plan on adding more small wall pipes and platforms, maybe some windows but it is supposed to resemble a mix of portal 1 and the citadel.

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Crawfish
56 Posts
Posted Feb 13, 2015
Replied 16 hours later
I have a question. Is it allowed to post screenshots of a map that one isn't planning on releasing at all?
I ask because I want to make my mapping as perfect as possible in both functionality and aesthetics before creating something that I want people to play, and it's hard to do the latter without second opinions.
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CamBen
973 Posts
Posted Feb 13, 2015
Replied 4 hours later
I'm sure that would be fine, it's meant to showcase any portal map we feel is worth showcasing, including ones we might not release.