The ThinkingWithPortals Map Showcasing Thread

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Lpfreaky90
2,842 Posts
Posted Dec 21, 2011
Replied 3 hours later
Looking quite ok, few things in the final image though:
1) The water texture : you can see blocks
2) Red light coming from a green cube? Thats strange

Other than that looking good

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iWork925
1,080 Posts
Posted Dec 21, 2011
Replied 23 minutes later
-
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spongylover123
944 Posts
Posted Dec 24, 2011
Replied 2 days later
For the main menu, I didn't like using BINK because I have to make the video loop (and I like the randomization of the swaying leaves and sparks.
Instead I used background maps, like from the Orange Box games.

Left Side
Middle
Right Side

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Spam Nugget
492 Posts
Posted Dec 27, 2011
Replied 3 days later
Gday all, heres a couple of pics from each of the two maps I have recently completed for my mappack.
Pics!
2011-12-27_00002.jpg 2011-12-27_00003.jpg 2011-12-27_00004.jpg 2011-12-27_00005.jpg
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beecake
484 Posts
Posted Dec 28, 2011
Replied 1 day later
Here are some pictures of the small mappack i'm working on:

As you see this is about gravity!

An oven?

Lots of electricity in here...
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spongylover123
944 Posts
Posted Dec 28, 2011
Replied 7 hours later
I know this is a mapping thread and not a skinning thread, but I edited the portal gun (like the trailers) and portals (beta like)

Portals and Gun

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.

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Lpfreaky90
2,842 Posts
Posted Dec 28, 2011
Replied 1 hour later
@spongy: green gel?!?!
Portals look nice, portal gun isn't really special.

@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

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spongylover123
944 Posts
Posted Dec 28, 2011
Replied 21 minutes later

lpfreaky90 wrote:
@spongy: green gel?!?!
Portals look nice, portal gun isn't really special.

The green gel's a surprise.

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beecake
484 Posts
Posted Dec 29, 2011
Replied 12 hours later

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...

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spongylover123
944 Posts
Posted Dec 29, 2011
Replied 15 hours later
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.

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beecake
484 Posts
Posted Dec 30, 2011
Replied 7 hours later

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?

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spongylover123
944 Posts
Posted Dec 30, 2011
Replied 4 hours later

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.

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Idolon
417 Posts
Posted Dec 31, 2011
Replied 1 day later
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Another Bad Pun
516 Posts
Posted Dec 31, 2011
Replied 25 minutes later
@Idolon

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?

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wrathofmobius
216 Posts
Posted Dec 31, 2011
Replied 1 hour later
Here's a few screenshots of the first chamber of my upcoming mod, Aperture Science Computer-Aided Enrichment Activity, or ASCAEA for short.




Heavy WIP.
I also have a question about this chamber. I have made the button light up yellow when activated, and blue when deactivated. Engine constraints make it so I can only do the light effect on one button. Would it be better to stick with the way Portal 2 did it and keep it consistent, or should I leave the effect only in the first level as a cool gimmick?

Idolon, your map is looking great! I think just a little more fog would be appropriate though.

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Idolon
417 Posts
Posted Dec 31, 2011
Replied 36 minutes later
Thanks for the suggestions! I'll definitely add some more foliage. I don't know if there's any shattered glass other than 128x128, but I'll check. Unfortunately, I think that adding more fog at a noticeable level will make a bit it too thick.
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spongylover123
944 Posts
Posted Dec 31, 2011
Replied 2 hours later

Another Bad Pun wrote:
@spongylover123

Youtube vid
75QBLCZIQNU

Neat. 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.

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wrathofmobius
216 Posts
Posted Dec 31, 2011
Replied 49 minutes later
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?
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spongylover123
944 Posts
Posted Dec 31, 2011
Replied 8 minutes later

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

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Pitkakorvaa
200 Posts
Posted Jan 01, 2012
Replied 7 hours later
If you are not usually compiling in HDR, at least Id recommend compiling in HDR when you have goo in your level, otherwise its looks like lightbrown sh*t.