The ThinkingWithPortals Map Showcasing Thread
Arachnaphob wrote:
PLAAANK!!!also
I've been doing some werk.
I'm not gonna lie dude you do a great job on making darkly lit areas, I might have to take a break from my portal mod for a bit just to mess around with portal 2's dark lighting.
The whole atmosphere of those screenies is pretty spooky looking
KyloX wrote:
HMW wrote:I can tell by the look on the cardboard guy's face that he has good cards.
It is for you to found out, the map is live.
It's definitely on the playlist!
Quote:
HMW
Re-using leftovers to make one better puzzle is a good strategy. My "A Beam Too Far" map is actually this
The "after" version looks very nice!
I've played that map, actually, it was pretty good. Also, thanks I appreciate it. Using PeTI to test out these chambers than recreating them in my own image from the ground up is actually working for me a lot better than I thought. It helps get me to see how elements work with one another easily before setting it up proper. This chamber still needs some finalizing before I am up for releasing it.
@Waffles I like the detail you went for with that room, especially the sign knocked off the wall.
@KyloX I like the use of the human models. I'm going to have to play through those maps of yours sometime soon, they look fun. 
@Arachnaphob I agree with Cam, that area looks really well done. It's very easy to ruin an area that darkly lit, but you pulled it off rather nicely. Kudos to you.
I recently (and by that I mean a few hours ago) released a new map of my own. Here are the screenshots from it. I went through several versions of it before getting comfortable with it's release.
Bit of a random update with some screenshots, and a valuable lesson I've learned while mapping (that I hate mapping outdoor areas, [full] compile times are horrendously slow).
Despite the overly effective HDR which I'll fix later, here's some screenshots of the area i've been working on for quite a while now:
1. http://steamcommunity.com/sharedfiles/f ... =486644761
2. http://steamcommunity.com/sharedfiles/f ... =486644503
3. http://steamcommunity.com/sharedfiles/f ... =486644466
4. http://steamcommunity.com/sharedfiles/f ... =486644440
5. http://steamcommunity.com/sharedfiles/f ... =486644415
6. http://steamcommunity.com/sharedfiles/f ... =486644383
7. http://steamcommunity.com/sharedfiles/f ... =486644364
Any questions or suggestions for improvement I'd be happy to address.
And here's some extra screenshots I took of the characters I've been working on, in the same map:
- http://steamcommunity.com/sharedfiles/f ... =486644727
- http://steamcommunity.com/sharedfiles/f ... =486644633
- http://steamcommunity.com/sharedfiles/f ... =486644597
- http://steamcommunity.com/sharedfiles/f ... =486644698
- http://steamcommunity.com/sharedfiles/f ... =486644664
- http://steamcommunity.com/sharedfiles/f ... =486644535
- http://steamcommunity.com/sharedfiles/f ... =486644565
The one thing I would change, is that huge "KEEP OUT" sign on the Aperture building. The huge perimiter walls, the guards and the lack of windows in the building itself already look plenty intimidating by themselves. Having such a huge sign just makes it comically overblown and takes away from the general badass look of the building, in my opinion.
RubyCarbuncIe wrote:
-snip-
Very nice! Loving the washed out feel to it!
Thanks for the feedback guys ![]()
Anyways, here's a WIP thing I finished at 1 AM, and here's that same thing with a silly glitch.
And about that demo... that I mentioned like a decade ago... It's still a thing, but it's just not as early as I would like it to be. (sorry)


Glad to see things are still happening over here ![]()
Arachnaphob wrote:
It's apparently been more than a month since the last update, and i'm still posting on the same page of the TWPMSP. Huh.Anyways, here's a WIP thing I finished at 1 AM, and here's that same thing with a silly glitch.
And about that demo... that I mentioned like a decade ago... It's still a thing, but it's just not as early as I would like it to be. (sorry)
I'd suggest attaching the light to a small invisible physics prop like a potatOS model to set the swing origin, then use a phys_ballsocket on the potato and the origin of the rope at the spot it is hanging from.
Spector





@portal2tenacious: WOW! seriously looking amazing!!! Can't wait to play it!!
portal2tenacious wrote:
L1zard promised she'd do the rest :p


Still a work in progress, but coming along.
Note: jumpscares included.
CamBen wrote:
Wait was that screen overlay added in the game or in photoshop or something afterwards? If that's ingame I really want to know how you did that because I could never get the screen overlay entity or command to work in portal 2.
Sorry to disappoint you, but it is all photoshop. Though gaved me an idea for it, will have to look into it myself. Why did the screen overlay didn't work?
Edit:
Just made screen overlay work... well atleast still testing it. Here is something to know:
Make the command to enable screen overlays by console (no need for sv_cheats), r_drawscreenoverlay 1.
The second command is r_screenoverlay [directions to the file, etc. effects/overlay].
Seems to work, but not on all effects, some are glitching out, others are good (check hud/camera_viewfinder_ul, looks sweet). Still needs more testing though.
Might as well make a new discussion thread after I look into it more.
josepezdj wrote:
@portal2tenacious: WOW! seriously looking amazing!!! Can't wait to play it!!![]()
portal2tenacious wrote:
L1zard promised she'd do the rest :p
Thanks :^)
