The ThinkingWithPortals Map Showcasing Thread
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There's a fizzler model you should be using for the cleansers (it's literally called fizzler.mdl
). Use this because it looks far more professional than the fizzler just being there. -
The laser receiver and emitter both need to have an alcolve for them, and the reciver's not alligned to the texture grid. (either cut it using the CLIP tool or you can make the brushes around it which is what I usually do)
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speaking of textures, you should try to vary your wall textures a bit, and also try to cut with the textures and no through them. This looks much better and with little effort involved.
Apart from these little things it's looking nice. 
EDIT:

Apparently the sign can tell when I DIDN'T AVERT DISASTERS...
This was an attempt to make the coop hub sign setup in a custom map. I stupidly put the panel sizes at 512 X 1024, thinking in pixel size and not hammer units. And paid the price. DX
MrLate wrote:
http://cloud.steampowered.com/ugc/560915367842967581/FDD4D9C59CB942A636F2BB39802A7D5F45FCCB56/
http://cloud.steampowered.com/ugc/56091 ... B3C838B34/
http://cloud.steampowered.com/ugc/56091 ... 69D93EF5B/
http://cloud.steampowered.com/ugc/56091 ... 9C31B3DBF/I am alive!
Looking forward to your maps as always. Why not do it in "Wheatley style"?
(Well maybe "Wheatley" style have bits of destruction somewhere)
E:http://cloud.steampowered.com/ugc/560915367847727254/90BDE506CE6D283903A6289D0416B3F4EF6156DC/


HEAVY WIP
Also nice to know that there are still Portal 1 mappers out there 
Another Bad Pun wrote:
Working on a dream sequence, but I can't seem to get it to look right. Anyone know what I'm missing? Link to Picture
You might want to change either the light model or the light itself. It's a globe light, so you'd expect light to be cast in all directions, but there's only a spot on the floor. Other than that looks pretty good.
Another Bad Pun wrote:
Thanks, does this look any better? It's not as dark, but it looks more naturual.
Much better in my opinion. My only issue now is that the globe is brighter on the underside... I'd try putting the light inside the globe model and disable casting shadows on the model if possible. However that might make the outside of the globe look dark.
Hmm.
http://imageshack.us/photo/my-images/94/wip2sx.jpg
Both screenshots of my WIP Co-op chamber, my first "clean" map ever. I'm thinking of creating a mappack (with a story) involving GLaDOS and the coop bots.
(Still have no idea how to get image links working)
As for embedding images: your image width must be 800px or less, or they would mess up the page layout.
You can still embed a thumbnail with a link to the full image, like so:
(Use the "embed thumbnails of this image" option on the ImageShack page.)
Another Bad Pun wrote:
Working on a dream sequence, but I can't seem to get it to look right. Anyone know what I'm missing?
Try adding a custom colour correction and / or tweaking HDR tonemapping settings
Those effects can do a lot for surreal or dream scenes.
Wasn't Team Citruz creating some story driven map pack with several mappers/contributors?
