The ThinkingWithPortals Map Showcasing Thread

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beecake
484 Posts
Posted Jan 01, 2012
Replied 1 hour later

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

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kvalheim
24 Posts
Posted Jan 02, 2012
Replied 1 day later
I like taking screenshots, have far too many of my l4D2 map that I've BARELY started xD
So here's a few of the WIP I just uploaded.




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Idolon
417 Posts
Posted Jan 02, 2012
Replied 13 minutes later
In your first screenshot, it looks like you used vertex textures in some spots.
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kvalheim
24 Posts
Posted Jan 02, 2012
Replied 2 minutes later
They're not done any differently than any of the other textures, not sure what's going on with them tbh.
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Lpfreaky90
2,842 Posts
Posted Jan 02, 2012
Replied 4 minutes later

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

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kvalheim
24 Posts
Posted Jan 02, 2012
Replied 1 minute later
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.

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Lpfreaky90
2,842 Posts
Posted Jan 02, 2012
Replied 14 minutes later

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

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Idolon
417 Posts
Posted Jan 02, 2012
Replied 58 minutes later

There will be fog; I just haven't added it yet. Anyone know how to darken the slime?
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spongylover123
944 Posts
Posted Jan 02, 2012
Replied 1 minutes later

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

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Pitkakorvaa
200 Posts
Posted Jan 03, 2012
Replied 6 hours later

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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Idolon
417 Posts
Posted Jan 03, 2012
Replied 4 hours later
HDR fixes it, thanks. For some reason I didn't have HDR enabled in expert compile.
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Lpfreaky90
2,842 Posts
Posted Jan 09, 2012
Replied 6 days later
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 ^^

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dinnesch
105 Posts
Posted Jan 10, 2012
Replied 6 hours later

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?

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spongylover123
944 Posts
Posted Jan 10, 2012
Replied 7 hours later

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.

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Pitkakorvaa
200 Posts
Posted Jan 10, 2012
Replied 5 hours later

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.

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Lpfreaky90
2,842 Posts
Posted Jan 10, 2012
Replied 1 hour later

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

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Robdon
204 Posts
Posted Jan 10, 2012
Replied 12 minutes later
Looking good, I like the the colours.
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spongylover123
944 Posts
Posted Jan 14, 2012
Replied 3 days later
Heard of the game Quantum Conundrum?
Well guess what.
It's now in Portal 2!
Making a map pack out of it.
I2BHo8Jmf8o
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Robdon
204 Posts
Posted Jan 14, 2012
Replied 2 hours later
Hi,

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.

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Lpfreaky90
2,842 Posts
Posted Jan 14, 2012
Replied 3 hours later
one word: wow! that really looks amazing
Looking forward to try that map