The ThinkingWithPortals Map Showcasing Thread

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MasterLagger
1,695 Posts
Posted Dec 02, 2011
Replied 1 hour later

So something new I've been working on were making secret passages. I will release a sample map that's polished and part of a MapPack that has a plot of Chell returning to Aperture while GLaDOS and the robots are dealing with the bird.

sp_ml_rta_lvl20000.jpg sp_ml_rta_lvl20001.jpg
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HMW
806 Posts
Posted Dec 03, 2011
Replied 7 hours later

reepblue wrote:
I hate to look like a jerk but more BP2 stuff. This stuff is more dated, and the MP idea did not really work out well. I hope to reuse ideas from BP2 to be released as mappacks, although its not official from me yet. It does feel like a waste letting all this effort die, and I do have a bunch of unfinished maps I wish to finish and get off my Hard Drive.

Yeah, it would be a shame to let all that hard work go to waste! (By the way, please tell me you don't actually delete stuff off your hard drive once it's finished )

That room in the last image is my favourite design-wise! (Both this one and the unmolested version.)

MasterLagger wrote:
So something new I've been working on were making secret passages. I will release a sample map that's polished and part of a MapPack that has a plot of Chell returning to Aperture while GLaDOS and the robots are dealing with the bird.

I love this story idea. Perhaps the bird could bring it's friends?
Cue Chell being thrown into a huge metallic feathery doom-fest

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MasterLagger
1,695 Posts
Posted Dec 03, 2011
Replied 6 hours later

HMW wrote:
MasterLagger wrote:

So something new I've been working on were making secret passages. I will release a sample map that's polished and part of a MapPack that has a plot of Chell returning to Aperture while GLaDOS and the robots are dealing with the bird.

I love this story idea. Perhaps the bird could bring it's friends?
Cue Chell being thrown into a huge metallic feathery doom-fest

Adding birds to a few maps might be a good idea. You'll also be able to hear GLaDOS talking to the robots, but the cameras that GLaDOS normally uses are inactive so she won't notice you in the facility... yet.

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reepblue
894 Posts
Posted Dec 03, 2011
Replied 4 hours later

HMW wrote:
Yeah, it would be a shame to let all that hard work go to waste! (By the way, please tell me you don't actually delete stuff off your hard drive once it's finished )

That room in the last image is my favourite design-wise! (Both this one and the unmolested version.)

I move all previous works to a secondary drive. And thanks!

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MasterLagger
1,695 Posts
Posted Dec 08, 2011
Replied 4 days later
Quick update: The release will be two maps. One of Chell in a Aperture Lobby and the other in a test chamber. These two will only be the ones I'll release until the MapPack is complete. Due to previous attempts at releasing demos, I will not alter anything in the map. It'll be the same map as in the MapPack only with different file names. I also hope people can think without using portals and a dual portal gun.
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Pitkakorvaa
200 Posts
Posted Dec 10, 2011
Replied 2 days later
Just re-created Testchamber 13 to overgrown theme, nothing big.


EDIT: Made some changes to level.

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Spam Nugget
492 Posts
Posted Dec 11, 2011
Replied 8 hours later
That looks pretty awesome, if rather odd with the old style pistons and new style moving panel...
I do like seeing portal 1 chambers again all broken and decrepit though.
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Pitkakorvaa
200 Posts
Posted Dec 11, 2011
Replied 1 hour later

Spam Nugget wrote:
That looks pretty awesome, if rather odd with the old style pistons and new style moving panel...
I do like seeing portal 1 chambers again all broken and decrepit though.

Yeah you're right, well as you can see, I changed pistons now, and did something to ball launcher

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Dhart21
14 Posts
Posted Dec 12, 2011
Replied 1 day later

At the moment I'm making a new map, which will include some new testing elements which have been uploaded there recently. This screenshot shows the first part, which includes the so-called bumbleball:

http://imageshack.us/f/818/2011121200003.jpg/

The goal is to get to the exit through the 2 or 4 (I haven't decided yet) 'floors' with the ball, since you need it to press the buttons. The problem is, you need to throw the ball through the laser fields. Plus, the ball is bouncing.
So, what's your opinion? Do you like this idea?

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ChickenMobile
2,460 Posts
Posted Dec 12, 2011
Replied 5 hours later
You use the bumbleball!
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Brainstatic
219 Posts
Posted Dec 12, 2011
Replied 13 minutes later

reepblue wrote:
I hate to look like a jerk but more BP2 stuff. This stuff is more dated, and the MP idea did not really work out well. I hope to reuse ideas from BP2 to be released as mappacks, although its not official from me yet. It does feel like a waste letting all this effort die, and I do have a bunch of unfinished maps I wish to finish and get off my Hard Drive.

Pic 1

Pic 2

Pic 3

Pic 4

Holy crap, Blue Portals co-op never even remotely crossed my mind when I heard about it being in the Portal 2 engine. It's a shame that didn't work out!

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Moth
225 Posts
Posted Dec 13, 2011
Replied 15 hours later

Dhart21 wrote:
At the moment I'm making a new map, which will include some new testing elements which have been uploaded there recently. This screenshot shows the first part, which includes the so-called bumbleball:

I absolutely cannot wait to try this!
Which variation of the bumbleball instance did you use - rolly or bouncy?

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Dhart21
14 Posts
Posted Dec 13, 2011
Replied 2 minutes later
Bouncy. It is really evil. If you don't watch it, it'll probably get into a fizzler. And in no time.
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Moth
225 Posts
Posted Dec 13, 2011
Replied 7 hours later
btw, you need to change the 'skin' value of your death-projectors to '3' so it glows red instead of blue.
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Dhart21
14 Posts
Posted Dec 14, 2011
Replied 12 hours later
I know. The thing is, after you press the button, the emancipation grills change to laser fields and vice versa, and changing the fizzlers at this moment is kind of... strange.
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Another Bad Pun
516 Posts
Posted Dec 14, 2011
Replied 1 hour later
Why not use the close animation on the fizzler, change the skin while it's closed, and open it back up again? That's what I usually do, unless you have already tried it and it's not working right.
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Dhart21
14 Posts
Posted Dec 14, 2011
Replied 23 minutes later
Although what I have done at the moment works correctly, it is just a sketch. Lasers don't yet have sounds, and many things are to be implemented. And of course I won't have it released until I won't add another room or two with another interesting puzzles. So the laser field's props aren't what matters now. To me it's the 2nd floor atm.
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Pitkakorvaa
200 Posts
Posted Dec 14, 2011
Replied 7 hours later

Another Bad Pun wrote:
Why not use the close animation on the fizzler, change the skin while it's closed, and open it back up again? That's what I usually do, unless you have already tried it and it's not working right.

I did it once, but I didnt used it because it looked strange when the white/blue part of fizzler turns to black/red + caution triangle appears there too.

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Lpfreaky90
2,842 Posts
Posted Dec 15, 2011
Replied 1 day later
I did some more work on the map showed on page 17.
Map is still work in progress, the portalgun texture is a draft version of the one we'll be using in our mod .

Yes, I dared to use white gel for a PUZZLE.

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Moth
225 Posts
Posted Dec 16, 2011
Replied 18 hours later
that first screenshot is looking freaky, lpfreaky90 :-p
and by freaky I mean "really nice lighting!"