The ThinkingWithPortals Map Showcasing Thread

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quaternary
171 Posts
Posted Apr 15, 2015
Replied 3 hours later

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

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CamBen
973 Posts
Posted Apr 15, 2015
Replied 6 hours later
I felt like I was underwater when playing that map XD all you need is some sfx and change the player's movetype to 5

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.

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HMW
806 Posts
Posted May 06, 2015
Replied 20 days later
I'm almost done with the next Sendificate map. It's pretty big; it has two tutorial puzzles, one main puzzle and some additional areas for story development.



Click on any of these for a bigger version.
There are some more images on my website.

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josepezdj
2,386 Posts
Posted May 07, 2015
Replied 12 hours later

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.

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TeamSpen210
608 Posts
Posted May 07, 2015
Replied 12 hours later
In the thid picture here, how is that light strip getting power?
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Gemarakup
1,183 Posts
Posted May 09, 2015
Replied 1 day later
This is one of the best maps in the workshop once it's released. But, it's also very long.
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tile
380 Posts
Posted May 10, 2015
Replied 21 hours later

TeamSpen210 wrote:
In the thid picture here, how is that light strip getting power?

AA batteries.

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juniverse
23 Posts
Posted May 10, 2015
Replied 8 hours later

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.

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juniverse
23 Posts
Posted May 12, 2015
Replied 1 day later
Uh... did I just stop the thread?
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tile
380 Posts
Posted May 12, 2015
Replied 1 hour later
nah; this website is just not very busy. portal 2 came out way back in 2011. its a wonder there's a community here at all anymore.
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HMW
806 Posts
Posted May 15, 2015
Replied 2 days later

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.

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juniverse
23 Posts
Posted May 15, 2015
Replied 18 hours later

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 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.)

lol. Aperture Science Tech Support and Turret Injury Claims.

Thanks for the advice. I'll keep that in mind.

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DaMaGepy
361 Posts
Posted May 20, 2015
Replied 5 days later
I (re)started making 'No money for testchambers #2', its only 40% done, and apart from solving the map normally, it will be an adventure map with lot of optional quest and almost 20 hidden achievement. Only 33% of the huge outdoor area is completed and with not much detailing those pics are heavily Alpha WIP. The first few pic are some old one from the starting caves. 1280x720:
nmft2a.jpg
nmft2b.jpg
nmft2c.jpg
nmft2d.jpg
nmft2e.jpg
nmft2f.jpg
nmft2g.jpg
nmft2h.jpg
nmft2i.jpg
nmft2j.jpg
nmft2k.jpg
nmft2l.jpg
nmft2m.jpg
While playing, it never drops below 300 fps (windowed mode cap) so speed hopefully won't be an issue
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Arachnaphob
412 Posts
Posted May 24, 2015
Replied 3 days later
Ooo a new DaMaGepy map. Keeping up with the signature style I see. Definitely could use some more detailing with foliage, otherwise very nicely done.
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DaMaGepy
361 Posts
Posted May 24, 2015
Replied 3 hours later
I just started the outdoor, first I finish the displacements, in the pic they not even detailed yet, just some subdivide and noise and lil tweaking, and then will need to set the lightmaps (32-64 or 128 based on lighting) and then I can start placing wooodz for the turret and vegetation for the deerz, and tests for the androidz
At the moment this is how the full outdoor looks:
nmft2n.jpg
nmft2o.jpg
nmft2p.jpg
nmft2q.jpg

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HMW
806 Posts
Posted May 25, 2015
Replied 18 hours later
Nice! Your outdoor stuff always looks great. One minor thing: those train tracks are very close to the road. It looks like any passing traing would knock some cars off the bridge
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juniverse
23 Posts
Posted May 25, 2015
Replied 10 hours later
Hello. I thought I'd get some more feedback on my mod/map pack, Aperture: Awakenings. Here are a few photos of the new starting map:

awakenings_10001.jpg awakenings_10002.jpg awakenings_10003.jpg

Feedback is much appreciated.

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quaternary
171 Posts
Posted Jun 02, 2015
Replied 7 days later
EVERYTHING is still SUUUUUPER WIP. need to add a lot more light strips, and of course need to add destruction

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

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juniverse
23 Posts
Posted Jun 03, 2015
Replied 11 hours later
I like how the white panels are divided and not completely square.
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l1zardr0ckets
58 Posts
Posted Jun 08, 2015
Replied 5 days later
Ayyyyyyyyy