CamBen wrote:
@lamarr I don't know if you understand how much I'm glad you don't abuse blue fog in your maps XD
Coughcough Cosmogony Coughcough
I swear I needed f.lux on at all times to play that map series. Worth it though hah
CamBen wrote:
@lamarr I don't know if you understand how much I'm glad you don't abuse blue fog in your maps XD
Coughcough Cosmogony Coughcough
I swear I needed f.lux on at all times to play that map series. Worth it though hah
In other news, the first 2 maps of my portal mod/map pack have somehow become extremely volatile when saving or transitioning maps, plus I'm redoing the style a bit so it doesn't look ripped straight from portal 1. I'll get some pics up sometime, if I can follow through.
Click on any of these for a bigger version.
There are some more images on my website.
HMW wrote:
AWESOMENESS
YAY!!! Finally! Those screenshots are so familiar to me!
I'm glad you are almost done with it now. Let me know if you need me to test it before releasing, and if so, confirm if it keeps being the same WS map link than before because I'm still subscribed.
TeamSpen210 wrote:
In the thid picture here, how is that light strip getting power?
AA batteries.
Hello. Just thought I'd post some screenshots from an exploration based mod/map/collection I'm working on. It may not look like it, but there's a puzzle here. Because the facility is devoid of workers, you'll have to figure out another way to get to the test elevator. (And no, it's not as simple as it seems from the first picture.)
Relaxation Vault:
http://i59.tinypic.com/4grf2f.jpg
Employee Hallway:
http://i57.tinypic.com/2ufaljp.jpg
At the office:
http://i60.tinypic.com/2di34sy.jpg
Any feedback?
I intend to make this into a story-driven series, with a mostly behind-the-scenes setting.
juniverse wrote:
Hello. Just thought I'd post some screenshots from an exploration based mod/map/collection I'm working on. It may not look like it, but there's a puzzle here. Because the facility is devoid of workers, you'll have to figure out another way to get to the test elevator. (And no, it's not as simple as it seems from the first picture.)[images]
Any feedback?
I intend to make this into a story-driven series, with a mostly behind-the-scenes setting.
These images look nice. I like the use of those cinderblock walls everywhere, they make the place look really low-budget. The third image could be a room where the fake "Microsoft Tech Support" people lurk 
One big thing you can do to improve the atmosphere, is to make the lights slightly coloured. Blue gives a colder, more sterile look and yellow generally makes it warmer and more comfortable. (But smaller rooms can feel more cramped.) Also use different colours in different parts of the map to add some variety. (For example, blue-ish in the hallways and yellow-ish in the offices.)
tile wrote:
TeamSpen210 wrote:In the thid picture here, how is that light strip getting power?
AA batteries.
Nah, portals! 
There's actually a cable running from the light to the wall, but it's hidden just behind the metal frame in that screenshot.
HMW wrote:
These images look nice. I like the use of those cinderblock walls everywhere, they make the place look really low-budget. The third image could be a room where the fake "Microsoft Tech Support" people lurkOne big thing you can do to improve the atmosphere, is to make the lights slightly coloured. Blue gives a colder, more sterile look and yellow generally makes it warmer and more comfortable. (But smaller rooms can feel more cramped.) Also use different colours in different parts of the map to add some variety. (For example, blue-ish in the hallways and yellow-ish in the offices.)
lol. Aperture Science Tech Support and Turret Injury Claims.
Thanks for the advice. I'll keep that in mind.


Feedback is much appreciated.
made this so far over the course of ~3 days. going to be my very first full-hammer map! thanks arachnaphob for those style tutorials c:
sp_a1_perspective (clean-style prototype)
http://puu.sh/iahxO.png
http://puu.sh/iahJX.png
http://puu.sh/iahUn.png