1) The water texture : you can see blocks
2) Red light coming from a green cube? Thats strange
Other than that looking good 
Other than that looking good 



P.S beecake, if you're gonna make that second picture an incinerator or oven, it would be cool if you used a lava texture.

@beecake:
the blue thingy looks special, looking forward to try that!
the incinerator room looks interesting too. Don't let me burn my companion cube 
The electrical room is a bit dark but I like sparkies 
lpfreaky90 wrote:
@spongy: green gel?!?!
Portals look nice, portal gun isn't really special.
The green gel's a surprise.
spongylover123 wrote:
P.S beecake, if you're gonna make that second picture an incinerator or oven, it would be cool if you used a lava texture.
Ooh, which?
lpfreaky90 wrote:
@beecake:
the blue thingy looks special, looking forward to try that!
And that is only an intro 
lpfreaky90 wrote:
the incinerator room looks interesting too. Don't let me burn my companion cube
Haha
No its... rather like a dispenser 
lpfreaky90 wrote:
The electrical room is a bit dark but I like sparkies
...yea i guess it haven't been powered up yet...
@beecake
Look up lava in the texture browser.
P.S use displacements.
spongylover123 wrote:
I made a machine that can change the color of cubes in hammer. It's powered with over 25 logic relays.
The red doesn't work because I forgot to name the relay correctly and I have yet to add a button that turns the cube back to normal.
P.S It works with spheres and turrets.
75QBLCZIQNU
But I encountered a bug with signage.@beecake
Look up lava in the texture browser.
P.S use displacements.
That looks awesome, but a little bit slow. In a test would it then be possible to make it go faster?
beecake wrote:
That looks awesome, but a little bit slow. In a test would it then be possible to make it go faster?
It will be lowered to 1 sec.
Map Screenshot
||> Idolon wrote:
||
The map looks great so far. I especially like the fog. I think the map could use some more foliage though. Also, those glass panels would probably look better if a few of them were shattered. I'm pretty sure that the shattered glass props block lasers though. You should be able to get around this by disabling the collisions on the glass props, and then using clips to block out the player and physics objects. (You can use triggers to block out shots from the portal gun.)
@spongylover123
Youtube vid
75QBLCZIQNU
Neat. Are the colored cubes custom skins, or are you using the "color" command?




Idolon, your map is looking great! I think just a little more fog would be appropriate though.
Another Bad Pun wrote:
@spongylover123Youtube vid
75QBLCZIQNUNeat. Are the colored cubes custom skins, or are you using the "color" command?
Custom skins.
@Idolon
Great looking map, but if this is the overgrown thememorels commend adding more broken tiles, 3wall pipes, and some wind.
There's a texture that's like broken glass from the models that refracts light.
wrathofmobius wrote:
I just realized that I forgot to do an HDR compile when I posted my screenshots. Are running HDR and vrad at full the only things at a compiling level to make a map look better?
I compile with hdr in overgrown/destroyed maps, due to it having dynamic lighting. But not in clean maps, due to parts looking dark and parts look too bright. but from the looks of you map, I don't think it's necessary.
But it's up to you? I also recommend you to set your light map scale to 4