The ThinkingWithPortals Map Showcasing Thread

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spongylover123
944 Posts
Posted Apr 07, 2012
Replied 4 days later
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RubyCarbuncIe
303 Posts
Posted Apr 07, 2012
Replied 1 hour later
Quite a few interesting pics on here, I like the change of scenery in lpfreaky90's pictures.

This may not be change of scenery but believe it or not I've spent quite a bit of time on this chamber and it's still not even complete yet. :p

A link to the image:
http://steamcommunity.com/id/RubyCarbuncIe/screenshot/576700870369688981

It, again, only involve the use of the Orange Portal so it's not the most difficult chamber ever, but I'm working on making it progressively more difficult as you continue through the chamber.

Feedback is nice, even if it's negative feedback.

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Lpfreaky90
2,842 Posts
Posted Apr 07, 2012
Replied 3 hours later

RubyCarbuncIe wrote:
Quite a few interesting pics on here, I like the change of scenery in lpfreaky90's pictures.

This may not be change of scenery but believe it or not I've spent quite a bit of time on this chamber and it's still not even complete yet. :p

A link to the image:
http://steamcommunity.com/id/RubyCarbuncIe/screenshot/576700870369688981

It, again, only involve the use of the Orange Portal so it's not the most difficult chamber ever, but I'm working on making it progressively more difficult as you continue through the chamber.

Feedback is nice, even if it's negative feedback.

I like the image! Two tiny things: I prefer the portal 2 doors and I'd go for a smaller lightmap scale on the floors to make the shadows sharper. (in case you didn't know: lower lightmap scales does increase compile times quite a lot so you might want to do that as one of the final steps. Other then that it looks sweet!

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RubyCarbuncIe
303 Posts
Posted Apr 07, 2012
Replied 11 hours later

lpfreaky90 wrote:
RubyCarbuncIe wrote:

Quite a few interesting pics on here, I like the change of scenery in lpfreaky90's pictures.

This may not be change of scenery but believe it or not I've spent quite a bit of time on this chamber and it's still not even complete yet. :p

A link to the image:
http://steamcommunity.com/id/RubyCarbuncIe/screenshot/576700870369688981

It, again, only involve the use of the Orange Portal so it's not the most difficult chamber ever, but I'm working on making it progressively more difficult as you continue through the chamber.

Feedback is nice, even if it's negative feedback.

I like the image! Two tiny things: I prefer the portal 2 doors and I'd go for a smaller lightmap scale on the floors to make the shadows sharper. (in case you didn't know: lower lightmap scales does increase compile times quite a lot so you might want to do that as one of the final steps. Other then that it looks sweet!

Thanks for the feedback, and I prefer the Portal 1 doors which is why I use them for most of the chamber. I use the Portal 2 doors only as the final exit door. Also I know lightmaps affect the compile time which is the only reason I haven't lowered the number yet.

Again, thanks for the feedback, and good luck with your map too!

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Groxkiller585
652 Posts
Posted Apr 09, 2012
Replied 1 day later

RubyCarbuncIe wrote:
Thanks for the feedback, and I prefer the Portal 1 doors which is why I use them for most of the chamber. I use the Portal 2 doors only as the final exit door. Also I know lightmaps affect the compile time which is the only reason I haven't lowered the number yet.

Again, thanks for the feedback, and good luck with your map too!

This has wisdom because it better lets people know which doors lead to exits, since p2 rarely if ever used the doors as parts of the puzzle. (only ways to the exit and entry) (that and I like the p1 door too )

Anyway screens of my newest map, Antiquated Aperture, AWAY!

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CamBen
973 Posts
Posted Apr 09, 2012
Replied 7 minutes later
I might be making a copanion cube type level, but instead w/ a fat turret wife that will help younavigate, hold down buttons, and talk. The end is going to be a surprise, though.
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Vordwann
767 Posts
Posted Apr 09, 2012
Replied 2 hours later
I'm working on an old aperture map and thought it really just was time to make a custom model with animations for the old aperture aerial faith plate. So although the texture and animations are not in yet, the model itself is done, so I put in some lights and made it glossy so you could all see some early shots of what it's going to look like. (It will look much more fancy with textures and animations!)



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RubyCarbuncIe
303 Posts
Posted Apr 10, 2012
Replied 7 hours later
@Groxkiller I am loving the way that map looks. I love the 1940's styled test chambers, I just wish I could get one to work the way I'd like it too. The map itself looks very difficult I can't wait to play it.

@Vordwann If you ever intend to release that model for public use than I may just force myself to make a 1940's map just so that I can have a crack at using that awesome looking model. I can't wait to see it fully textured and in game. Best of luck to ya!

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Vordwann
767 Posts
Posted Apr 10, 2012
Replied 3 hours later

RubyCarbuncIe wrote:
@Vordwann If you ever intend to release that model for public use than I may just force myself to make a 1940's map just so that I can have a crack at using that awesome looking model. I can't wait to see it fully textured and in game. Best of luck to ya!

I intend to release the model for public use once the map is finished, so have no fear! Everyone will be able to use it sometime in the future.

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Moth
225 Posts
Posted Apr 10, 2012
Replied 1 hour later

RubyCarbuncIe wrote:

http://steamcommunity.com/id/RubyCarbuncIe/screenshot/576700870369688981

I HATE seeing old-style Aperture paint tubes in modern settings. You should be using vac tubes.

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HMW
806 Posts
Posted Apr 10, 2012
Replied 6 hours later

Vordwann wrote:
I'm working on an old aperture map and thought it really just was time to make a custom model with animations for the old aperture aerial faith plate. So although the texture and animations are not in yet, the model itself is done, so I put in some lights and made it glossy so you could all see some early shots of what it's going to look like. (It will look much more fancy with textures and animations!)
[images]

That looks very good! Especially all of the mechanical parts under the main panel. Are you going to keep the yellow light inside it?

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Vordwann
767 Posts
Posted Apr 10, 2012
Replied 1 hour later

HMW wrote:
That looks very good! Especially all of the mechanical parts under the main panel. Are you going to keep the yellow light inside it?

I'm going to have some sort of yellow light or yellow glow inside it. How I'm going to do that, whether with a texture on the model itself (probably a decent option) or putting a dim yellow light entity inside in Hammer (also a decent option) is still up in the air. I'm also going to be doing a couple more mechanical changes inside, including some minor smoothing and a curved metal plate over part of the rail system.

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RubyCarbuncIe
303 Posts
Posted Apr 10, 2012
Replied 1 hour later

Moth wrote:
RubyCarbuncIe wrote:

http://steamcommunity.com/id/RubyCarbuncIe/screenshot/576700870369688981

I HATE seeing old-style Aperture paint tubes in modern settings. You should be using vac tubes.

Personal preference I guess. I like these better because of two things:

  1. The tube curves to a point that it make the gel land on the slanted platform perfectly.

  2. It strays from the look of things around it to the point where it still blends well with the chamber (In my opinion anyway) while at the same time saying "Hey test subject don't confuse me for a cube dropper."

I don't like using the cube dropper for it because of the fact it looks far to much like a...well...cube dropper. Every testing element should be made to be different in both usage and looks. (Again, in my opinion anyway.)

Vordwann wrote:
RubyCarbuncIe wrote:

@Vordwann If you ever intend to release that model for public use than I may just force myself to make a 1940's map just so that I can have a crack at using that awesome looking model. I can't wait to see it fully textured and in game. Best of luck to ya!

I intend to release the model for public use once the map is finished, so have no fear! Everyone will be able to use it sometime in the future.

WOOT!

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spongylover123
944 Posts
Posted Apr 10, 2012
Replied 3 hours later

Vordwann wrote:
I'm going to have some sort of yellow light or yellow glow inside it. How I'm going to do that, whether with a texture on the model itself (probably a decent option) or putting a dim yellow light entity inside in Hammer (also a decent option) is still up in the air. I'm also going to be doing a couple more mechanical changes inside, including some minor smoothing and a curved metal plate over part of the rail system.

Use an env_sprite.
An I love that model.
just add some rust and age to it and it'll look good.

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Vordwann
767 Posts
Posted Apr 10, 2012
Replied 19 minutes later

spongylover123 wrote:
Use an env_sprite.

I think I'm going to use the conjunction of a dim light entity inside, an env_sprite, and texturing the inside bottom as a glowy orange and the sides metal with an orange glow going up them and fading out at a gradient.

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Groxkiller585
652 Posts
Posted Apr 11, 2012
Replied 23 hours later

Vordwann wrote:
spongylover123 wrote:

Use an env_sprite.

I think I'm going to use the conjunction of a dim light entity inside, an env_sprite, and texturing the inside bottom as a glowy orange and the sides metal with an orange glow going up them and fading out at a gradient.

My suggestion is part model texture ("$selfillum" "1" ofc for glowing) part light; the sprite won't really help imo.

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Vordwann
767 Posts
Posted Apr 11, 2012
Replied 1 hour later

Groxkiller585 wrote:
Vordwann wrote:

spongylover123 wrote:

Use an env_sprite.

I think I'm going to use the conjunction of a dim light entity inside, an env_sprite, and texturing the inside bottom as a glowy orange and the sides metal with an orange glow going up them and fading out at a gradient.

My suggestion is part model texture ("$selfillum" "1" ofc for glowing) part light; the sprite won't really help imo.

Well in that case I suppose I'll be using

"$selfillum" "1"
and
"$selfillummask" ""

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CamBen
973 Posts
Posted Apr 12, 2012
Replied 19 hours later

RubyCarbuncIe wrote:

http://steamcommunity.com/id/RubyCarbuncIe/screenshot/576700870369688981

I HATE seeing old-style Aperture paint tubes in modern settings. You should be using vac tubes.

Moth wrote:
I don't like using the cube dropper for it because of the fact it looks far to much like a...well...cube dropper. Every testing element should be made to be different in both usage and looks. (Again, in my opinion anyway.)

I agree. Although, if you did use vactubes, you wouln't have to use droppers. I actually use vactube entrances at the end where the gel is dispensed.

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Pitkakorvaa
200 Posts
Posted Apr 13, 2012
Replied 20 hours later
LOLOLOLO wrong pic, editing soon

Edit: okay now

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FourthReaper
356 Posts
Posted Apr 13, 2012
Replied 26 minutes later

Pitkakorvaa wrote:
[Image of bts-catwalks]

Looking rather stylish. Strangely well-lit for bts, but stylish nonetheless.

EDIT: So, assuming this has to do with yer' mod, any ETA by now? All these mods teasing me but not releasing is starting to itch.