The ThinkingWithPortals Map Showcasing Thread
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. 
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/576700870369688981It, 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!
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/576700870369688981It, 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! 
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!





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!
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.
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.
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?
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.
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:
-
The tube curves to a point that it make the gel land on the slanted platform perfectly.
-
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! 
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.
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.
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 ("$selfillum" "1" ofc for glowing) part light; the sprite won't really help imo.
Groxkiller585 wrote:
Vordwann wrote:spongylover123 wrote:
Use an env_sprite.
I think I'm going to use the conjunction of a dim light entity inside, an env_sprite, and texturing the inside bottom as a glowy orange and the sides metal with an orange glow going up them and fading out at a gradient.
My suggestion is part model texture ("$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" ""
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. ![]()
Edit: okay now

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.