The ThinkingWithPortals Map Showcasing Thread

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josepezdj
2,386 Posts
Posted Jul 09, 2012
Replied 14 hours later

FourthReaper wrote:
Or look up the thread in which it was showcased a while ago IIRC. :razz: I think I know exactly what it is.

That thread in which those electrical sparks were showcased, if I'm allowed by chicken to link it, is here.

@chicken: Impressive work shown in those pictures btw! :thumbup: I like much those displacements everywhere and also the special touch that undergroundish style has... I think it's one of the most creative ones based in the underground theme.

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RubyCarbuncIe
303 Posts
Posted Jul 09, 2012
Replied 3 hours later

Lamarr wrote:
Here's a dump of the intro map I'm close to finishing for my WIP mod.
http://cubeupload.com/im/B0biAN.jpg
http://cubeupload.com/im/IUjWyh.jpg
http://cubeupload.com/im/zlXhF6.jpg
http://cubeupload.com/im/zTIAzw.jpg
http://cubeupload.com/im/g1xylh.jpg
http://cubeupload.com/im/u6WoAd.jpg
http://cubeupload.com/im/JpxYUK.jpg
http://cubeupload.com/im/o8664n.jpg
http://cubeupload.com/im/dPqmNd.jpg
http://cubeupload.com/im/nsU2ba.jpg
http://cubeupload.com/im/VGSW5i.jpg

I remember that map! I hope to be able to play it myself really soon. That intro was absolutely amazing! :biggrin:

chickenmobile wrote:
So far: puzzle 1 day, detailing 2 days.

http://steamcommunity.com/id/chickenmob ... 9830350069
http://steamcommunity.com/id/chickenmob ... 9830358135
http://steamcommunity.com/id/chickenmob ... 9830353075
http://steamcommunity.com/id/chickenmob ... 9830355568

That's great for only two days of detailing. It's looking really neat, and by the look of it we'll be seeing that epic Gel spinning thing (I forget what it called :/) in this map. Good luck with it, I hope to be able to play it soon.

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MasterLagger
1,695 Posts
Posted Jul 12, 2012
Replied 3 days later
sp_ml_watched0000.jpg sp_ml_watched0001.jpg sp_ml_watched0002.jpg

Another map I'm working on. Still working on it.

Images 3
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Skotty
671 Posts
Posted Jul 12, 2012
Replied 2 hours later
It's too dark. Besides that, for the 64128 white tiles, use another texture fitting to the 6464 tiles.
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DaMaGepy
361 Posts
Posted Jul 12, 2012
Replied 1 hour later
My next map is 40% ready:
DaMaGepy #4: no money for testchambers
Pic #1,
Pic #2,
Pic #3,
Pic #4,
Pic #5,
Pic #6,
Pic #7

img

As usually, this will be a big map with lots area, and with some cube-gathering.

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ChickenMobile
2,460 Posts
Posted Jul 12, 2012
Replied 26 minutes later
In a forest... nice
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MasterLagger
1,695 Posts
Posted Jul 13, 2012
Replied 21 hours later
Okay, I added some more lights. How does this look?

sp_ml_watched0002.jpg sp_ml_watched0003.jpg sp_ml_watched0004.jpg

BTW: This isn't the only test chamber in the map.

Images 3
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Post image 3
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DaMaGepy
361 Posts
Posted Jul 13, 2012
Replied 11 minutes later
looks good, but that cube dropper in the last pic is unusually low. :smile:
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MasterLagger
1,695 Posts
Posted Jul 13, 2012
Replied 26 minutes later
Yeah well, I didn't want to completely hide it in the ceiling. I'll move it up a little bit, just enough so the player can jump under it. I feel like I should make the observation rooms accessible, but not required to reach the exit. Hmm, I think I just got an idea. Is it possible to have multiple exit elevators in a map? I'm thinking of creating an alternative route that the player could take.
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FelixGriffin
2,680 Posts
Posted Jul 13, 2012
Replied 19 minutes later
Yes, if you use Brainstone's instances. I think. Otherwise I'll make one myself for that, since I need it for my map.
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MasterLagger
1,695 Posts
Posted Jul 13, 2012
Replied 1 hour later
Maybe I could just use one of those special linked_portals to give the illusion of multiple elevators. After all, my map would just end after entering the elevator.
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Skotty
671 Posts
Posted Jul 13, 2012
Replied 35 minutes later
Dr. Trollbotnik says, you need to add more white tiles to lighten up your map and choose floor textures for the floor, the ceiling needs work, too!
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Habzs
225 Posts
Posted Jul 13, 2012
Replied 39 minutes later

MasterLagger wrote:
Okay, I added some more lights. How does this look?

I would add more lights if I were you. It still looks dark.

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The Irate Pirate
236 Posts
Posted Jul 14, 2012
Replied 5 hours later
Master, I recommend changing your textures to Valve's lighter coloured ones, your map is too dark with just the jet black ones.
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MasterLagger
1,695 Posts
Posted Jul 14, 2012
Replied 6 hours later
Gah, I hate gray tiles. Well, I'll give it a try anyway just in case.

I try not to get annoyed when people suggest things to me, but the fact that someone suggests that the map is too dark (not counting the first WIP pictures of this map I put up, those were pretty dark) when you can clearly see what's in front of the player in the picture tells me someone has a case of scotophobia (fear of darkness), or I don't totally get what the problem is. I'm not trying to be rude, but I don't understand how something can be too dark if you can see what is in front of you. Maybe I can pick up a few tips about lighting in the Mapping Wiki.

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Habzs
225 Posts
Posted Jul 14, 2012
Replied 16 minutes later

MasterLagger wrote:
Gah, I hate gray tiles. Well, I'll give it a try anyway just in case.

I try not to get annoyed when people suggest things to me, but the fact that someone suggests that the map is too dark (not counting the first WIP pictures of this map I put up, those were pretty dark) when you can clearly see what's in front of the player in the picture tells me someone has a case of scotophobia (fear of darkness), or I don't totally get what the problem is. I'm not trying to be rude, but I don't understand how something can be too dark if you can see what is in front of you. Maybe I can pick up a few tips about lighting in the Mapping Wiki.

A well lit map makes everything look nicer. It's quite hard to see where things are in a dark map. Especially when there are dark textures everywhere. But hey, whatever floats your boat.

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RubyCarbuncIe
303 Posts
Posted Jul 14, 2012
Replied 10 minutes later

MasterLagger wrote:
Gah, I hate gray tiles. Well, I'll give it a try anyway just in case.

I try not to get annoyed when people suggest things to me, but the fact that someone suggests that the map is too dark (not counting the first WIP pictures of this map I put up, those were pretty dark) when you can clearly see what's in front of the player in the picture tells me someone has a case of scotophobia (fear of darkness), or I don't totally get what the problem is. I'm not trying to be rude, but I don't understand how something can be too dark if you can see what is in front of you. Maybe I can pick up a few tips about lighting in the Mapping Wiki.

Something you could do is add more portal surfaces, normally the white textures tend to make the map look brighter. However this might also break the map and since I don't know your map well this might be a generally bad idea in the long run. Just a suggestion of course.

My theory on why your map looks dark is because it's all (for the most part) black wall textures. Even if you have a white light on a black surface it isn't going to show up as well as one may think.

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Habzs
225 Posts
Posted Jul 16, 2012
Replied 1 day later

Just showing my progress on a concept, still in WIP:

panelsupangle1.png fizzlerinangle1.png fizzleroutangle1.png panelsinangle2.png
Images 4
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FelixGriffin
2,680 Posts
Posted Jul 16, 2012
Replied 53 minutes later
P1-style fizzlers? Do they do something cool?
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CamBen
973 Posts
Posted Jul 16, 2012
Replied 54 minutes later
the button base actually is 3 units wide, but i'm no complaining, because I accidently made mine 2 units wide. those fizzlers I noticed right away, do they do anything special?