The ThinkingWithPortals Map Showcasing Thread
wrathofmobius wrote:
Here's a few screenshots of the first chamber of my upcoming mod, Aperture Science Computer-Aided Enrichment Activity, or ASCAEA for short.
Looks nice but that panel, which I guess is going to move the cube, maybe you could parent a func_brush textured with the wall next to it, and then align it a little bit to the wall
Try make the walls stop where there already is a line in the texture. It makes it more realistic
And then the light beside the cube doesnt really have a place to come from does it? Maybe you could use the observation room instead, to light the room up 
Anyways a very nice map, and i really like the clean theme so keep it up 
Edit: im pretty sure there is a better table model for the table inside the wake-up room. The one made by stone. Unless you want to use the "pack-down" animation 
So here's a few of the WIP I just uploaded.




kvalheim wrote:
They're not done any differently than any of the other textures, not sure what's going on with them tbh.
if their name contains "vertex" they behave in a different way, just replace their texture with the non-vertex versions and your problem should be solved 
-Fix'd now actually, just needed 2 textures replaced. Will be in the release version.
kvalheim wrote:
Ah, thanks. There's a few in the entrance corridor that are similar, will fix tomorrow.-Fix'd now actually, just needed 2 textures replaced. Will be in the release version.
You can also use the replace texture tool 

There will be fog; I just haven't added it yet. Anyone know how to darken the slime?
Idolon wrote:
There will be fog; I just haven't added it yet. Anyone know how to darken the slime?
Use water from sp_a2_catapult_intro.
Look it up in the texture browser
spongylover123 wrote:
Idolon wrote:
There will be fog; I just haven't added it yet. Anyone know how to darken the slime?Use water from sp_a2_catapult_intro.
Look it up in the texture browser
Compile in HDR ...
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This map will be in the Portal Stories: Mel mod as well ^^
lpfreaky90 wrote:
An image of a level that TheCakeIsASpy and I have been working on for quite a while:This map will be in the Portal Stories: Mel mod as well ^^
Looks good. Why is the indicator sign orange with the dots blue though?
dinnesch wrote:
lpfreaky90 wrote:An image of a level that TheCakeIsASpy and I have been working on for quite a while:
This map will be in the Portal Stories: Mel mod as well ^^
Looks good. Why is the indicator sign orange with the dots blue though?
The map used the indicator sign of the underground map in the development stages, the final version ins a black sign with a light blue X.
spongylover123 wrote:
dinnesch wrote:lpfreaky90 wrote:
An image of a level that TheCakeIsASpy and I have been working on for quite a while:
This map will be in the Portal Stories: Mel mod as well ^^
Looks good. Why is the indicator sign orange with the dots blue though?
The map used the indicator sign of the underground map in the development stages, the final version ins a black sign with a light blue X.
I think he asked why indicator panel is checked, but not dots.
Quote:
Looks good. Why is the indicator sign orange with the dots blue though?
The map used the indicator sign of the underground map in the development stages, the final version ins a black sign with a light blue X.
I think he asked why indicator panel is checked, but not dots.
The old door state has red cross: off, green v on. I've now replaced that texture with the door state that is the same style as the other indicator lights 
Well guess what.
It's now in Portal 2!
Making a map pack out of it.
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Still not finished it, but got alot further, so I thought I would share a few more pics to see what you think.
I've still got the end Boss room to do, Easter egg room and finish of some other things, so I hope I can get this finalized soon 
Click to enlarge:

Click to enlarge:

Click to enlarge:

Rob.

Looking forward to try that map
