The ThinkingWithPortals Map Showcasing Thread
RectorRocks wrote:
josepezdj wrote:[pics]
Very impressive detailing, Jose! I would love to give it a try after it comes out, even if I know I have a low chance of completing it.
Any idea when it'll be released?
Thanks mate! About difficulty, I promise this one is easy-medium, you'll let me know. I'm making it for the monthly P2LC group challenge "Out of sight" that I'm sure you are already aware of
, so this means I'll release it some time within March.
RectorRocks wrote:
Anyway, I'm working on a mappack that has a little backstory in it. I'm not completely done with the story part yet but I can show you guys a little of what I've finished, hopefully it can be further improved.Test Chamber Pics
My first attempt at creating a Wheatley themed map. It's not exactly Wheatley themed, but more of the Co-op Course 4 theme.
The custom textures are a little pixelated, can I fix that problem?
I'm having a little trouble with the light glow of the lamp hanging model. I'm not exactly sure which values do I put in in order to make the glow stay as bright whereever the player moves
"Story" pics
**Feedback would be much appreciated!**
I'm not specially fond of the Wheatley theme, so I doubt I can give you any good advice, and I think those screenshots look amazing! I love the warm mood and the cleanness with the subtle aging that those missing tiles suggest. Anyway, I can't really approve the broken window glasses in the obs-rooms, since they look a bit out of place without a real broken surrounding... so I'd suggest you that when you want a broken window glass, just break the surrounding tiles, make them be crossed by a pipe or whatever 
About the rest, I agree Pitkakorvaa, do as you like, remake the Wheatley's theme changing it how you like to get something fresher, better than just fitting to the theme.
Regarding the custom story pics, well, it doesn't look bad, but I haven't got much to say without seeing more of it 
FelixGriffin wrote:
josepezdj wrote:[IMAGES]
I like the fizzler(?) you're using!
Thanks man, yes it's a custom fizzler based in one of the underground ones by Valve.
Ok, I again scrapped my old P:CT Aperture building. The first two were really not living up to standards. Neither was my custom symbol/logo. So, here:
http://steamcommunity.com/sharedfiles/f ... =408824387
http://steamcommunity.com/sharedfiles/f ... =408824379
http://steamcommunity.com/sharedfiles/f ... =408824368
http://steamcommunity.com/sharedfiles/f ... =408824355
http://steamcommunity.com/sharedfiles/f ... =408824337
Everything is still super super WIP but you should notice it will be looking more like City 17, as a portal half life crossover should.
Edit: updated screenshots plus some other stuff:
http://steamcommunity.com/sharedfiles/f ... =408835150

I'm learning how shaders work and making hand-drawn 3D models. I might turn this into a game. A closer look from another angle.
The map might not be that detailed or very hammer-looking, but the test will be fun, believe me.
The map should come out in mid-April. I'll leave you only this teaser image for now:
to the post above me: that looks really awesome, i never knew why they didn't include that in the game.
also, I forgot to include this pic in my last post here:

As always;
As for what I'm making - the map is going to be out this week:
EDIT: T's out now here http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=3252
FelixGriffin wrote:
How did you do the portals on the lightbridge? Detecting when a gel bomb breaks and spawning a func_brush there?
I thought about it, I'm thinking he had a portal detector and some kind of invisible brush (that is portalable) activate when the bridge is there. so the bridge is sandwiched in between two invisible portalable brushes (while the portal detector is active)
maybe... 
Also that map looks like the lighting made it take a year to compile, but it looks amazing.
FelixGriffin wrote:
How did you do the portals on the lightbridge? Detecting when a gel bomb breaks and spawning a func_brush there?
Yes, I used this in the area with the white gel bombs. Unfortunately, since gel from an info_paint_sprayer doesn't have inputs or outputs, I can only make pre-placed gel on bridges be portalable. That's why you won't find a place where you can place gel on a bridge yourself (or at least I hope so). I think I managed to trick the player into thinking that he can though, he just won't be able to do so. 
l1zardr0ckets wrote:
I'm thinking he had a portal detector and some kind of invisible brush (that is portalable) activate when the bridge is there. so the bridge is sandwiched in between two invisible portalable brushes (while the portal detector is active)maybe...
That's a good idea (I haven't used it) but there's actually one wrong thing in your thought.
I'm talking about this problem (dat paint skillz tho
):
http://postimg.org/image/64hfj4dbr/
That's why the bridge isn't "sandwiched in between two invisible portalable brushes" but I've I actually put only one brush on one side of the bridge. This is only how I imagine the explaination of this bug, I might be wrong.
So YES, that means you will be able to place portals on the side of the bridge which the gel painted, but not on the other, because that's how you won't be able to come across this bug. I know that if you paint a bridge blue on one side you are able bounce on both sides of it but...this is how things are 











































































