The ThinkingWithPortals Map Showcasing Thread

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Pitkakorvaa
200 Posts
Posted Dec 16, 2011
Replied 1 hour later
Instead of posting picture, I decided to make "Level design from start to finish" video, take a look.

lwb02p8ysMo

Also what do you think about this?

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MasterLagger
1,695 Posts
Posted Dec 16, 2011
Replied 29 minutes later
Not my choice of music. Aside from that, pretty good!
I may post a few pictures from my MapPack to show off.
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Robdon
204 Posts
Posted Dec 16, 2011
Replied 9 minutes later
Looks really nice, and a nice way to show it too
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MasterLagger
1,695 Posts
Posted Dec 16, 2011
Replied 38 minutes later
Here are some of my pictures from my MapPack:
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Moth
225 Posts
Posted Dec 16, 2011
Replied 29 minutes later
There's a projector screen in Image 4, but no projector.

Rest of screens look really nice. Good choice of theme for the bts corridors

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MasterLagger
1,695 Posts
Posted Dec 16, 2011
Replied 39 minutes later

Moth wrote:
There's a projector screen in Image 4, but no projector.

Rest of screens look really nice. Good choice of theme for the bts corridors

Actually, the projector is shown at the very top, it's just cut off a bit when the picture was taken. The room in Image 4 plays a important part for those that want to access the Sealed Testing Chamber. I'm also thinking of posting the least amount of portals I used in levels in the final release for people that like trying to use less portals.

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Solomon
23 Posts
Posted Dec 16, 2011
Replied 38 minutes later
Here's a map I'm working on in Portal 2. I've never released a map, so I've never really had any criticism on anything I've mapped. I don't expect this will be particularly interesting to anyone but hey, it'd be nice to get some feedback. I'm mainly concerned this may be too similar to other community maps, though I can't bring which ones to mind right now.

Please note this was last compiled with fast compile for testing purposes, so the lighting may have flaws.

EDIT: By the way, this is the starting room before puzzle chambers.

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Moth
225 Posts
Posted Dec 17, 2011
Replied 9 hours later
That's a gorgeous intro area, but I must say it doesn't look like any other custom maps that I'm familiar with. Keep up the excellent work! I wish to play this when it's done
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ChickenMobile
2,460 Posts
Posted Dec 17, 2011
Replied 4 hours later
You map is so cliche'd solomon. I can't believe it!

Sarcasm self test completed.

Looking friggin awesome.

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Pitkakorvaa
200 Posts
Posted Dec 17, 2011
Replied 1 hour later
@MasterLagger

I give you a hint, set your waters texture scale 4.00 and 7.25, then you got those strange squares away and it looks nicer .

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reepblue
894 Posts
Posted Dec 17, 2011
Replied 2 hours later
@Pitk?korva with the Chamber 13 edit

It reminds me of my Chamber 13 edit. However, in my edit, I replaced the ball launcher with lasers. And my advanced chamber of 13 (Which has the overgrown look) is lighter because the light needs to come from the observation room, due to the ceiling being an important factor in the puzzle..

Link

(Sorry for bringing it up, I was looking at a few pages back when I posted this.)

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Pitkakorvaa
200 Posts
Posted Dec 17, 2011
Replied 1 hour later
@ReepBlue.

Yeah, well my picture is meant for easter egg. So its not playable, thats why I didn't though about those things. Anyways, thanks for pointing out.

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Lpfreaky90
2,842 Posts
Posted Dec 17, 2011
Replied 6 hours later
A little something that is part of the intro of our upcoming mod:


I am considering releasing this as an instance later

EDIT: instance available for download: http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1451

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spongylover123
944 Posts
Posted Dec 17, 2011
Replied 1 hour later
Isn't that thing destroyed, and you should either use portal theme or portal 2 theme, not both together.
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Lpfreaky90
2,842 Posts
Posted Dec 17, 2011
Replied 4 minutes later

spongylover123 wrote:
Isn't that thing destroyed, and you should either use portal textures or portal 2 textures, not both together.

It seems to be pretty not destroyed don't you think?
The textures are all textures found in portal 2. But I tried to choose them in such a way that hey looked most similar to portal 1 stuff.

I could have chosen to take stuff from portal 1 and use those models. That would have made the room look better, but since I am considering releasing this as a vmf/instance I preferred not to require any special models and/or textures

EDIT: instance available for download: http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1451

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MasterLagger
1,695 Posts
Posted Dec 19, 2011
Replied 1 day later

Pitk?korva wrote:
@MasterLagger

I give you a hint, set your waters texture scale 4.00 and 7.25, then you got those strange squares away and it looks nicer .

Thanks for the tip! I reset the texture and the goo is no longer squared.

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Lpfreaky90
2,842 Posts
Posted Dec 20, 2011
Replied 22 hours later
An image of one of the levels from the portal stories mod:

TheCakeIsASpy, Moth and I (Lpfreaky90) have worked on this one!

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spongylover123
944 Posts
Posted Dec 20, 2011
Replied 5 hours later
Pic 1
These are coloured cubes and spheres.
(Special Thanks to Skotty for helping me with the models.)
(Yes, I know there are two brown spheres, the other one is a placeholder for a companion sphere.

Pic 2
Turret View for my Remote Control Turret Map
I don't know why there's a red sprite in the middle. (must be the turret's laser)

Pic 3
The whole test chamber view.

Pic 4
This is the cube Colour conversion level.
I might use Skottys holeemitter model for the converter, but right now I'm using 2 pipes one flange and a energy ball emitter.

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Lpfreaky90
2,842 Posts
Posted Dec 20, 2011
Replied 21 minutes later

spongylover123 wrote:
Pic 1
These are coloured cubes and spheres.
(Special Thanks to Skotty for helping me with the models.)
(Yes, I know there are two brown spheres, the other one is a placeholder for a companion sphere.

Pic 2
Turret View for my Remote Control Turret Map
I don't know why there's a red sprite in the middle. (must be the turret's laser)

Pic 3
The whole test chamber view.

Pic 4
This is the cube Colour conversion level.
I might use Skottys holeemitter model for the converter, but right now I'm using 2 pipes one flange and a energy ball emitter.

pic 3 and 4 are the same but looking good!

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spongylover123
944 Posts
Posted Dec 20, 2011
Replied 4 minutes later

lpfreaky90 wrote:
spongylover123 wrote:

pic 3 and 4 are the same but looking good!

Thanks,
Oops accidentally upload the wrong image.
Image for cube Colour converter
Colour Cubed
This might change since I make my maps clean then I change the theme to dirty, underground,or Wheatley