The ThinkingWithPortals Map Showcasing Thread

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MasterLagger
1,695 Posts
Posted Jul 16, 2012
Replied 1 hour later
Your map is too dark. Nah, just kidding, it looks great! I like the Portal 1 fizzler. :thumbup:
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Habzs
225 Posts
Posted Jul 17, 2012
Replied 15 hours later

FelixGriffin wrote:
P1-style fizzlers? Do they do something cool?

Yep, it's an alternating gravity field.

CamBen wrote:
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?

I always thought that the button base it is 1 unit wide. I'll change it.

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HMW
806 Posts
Posted Jul 17, 2012
Replied 10 hours later

Habzs wrote:
I always thought that the button base it is 1 unit wide. I'll change it.

It's not really a convention or anything. I usually make mine 2 tiles.
Although a base of 3 tiles provides a nice place to put icons or arrows, if you need those.

Just use whatever works best in any given situation!

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Moth
225 Posts
Posted Jul 31, 2012
Replied 14 days later
My competition entry: a coop-puzzle consisting of map-within-a-map (mapception?)
Part 1 is a BTS area with Aperture employee entrance into energy ball and gel training :smile:

Click any image for a bigger version

Part 1:

img img img

Fall into Part 2:

img img img img

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josepezdj
2,386 Posts
Posted Aug 01, 2012
Replied 5 hours later
Moth, those are very impressive pictures! :thumbup: Just out of curiosity: was all that really made in 1 week and a half? because man, that's a huge amunt of detailing!
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The Irate Pirate
236 Posts
Posted Aug 01, 2012
Replied 4 hours later
It looks great Moth, although I would say that your map theme seems to lack cohesion. Is it supposed to be a combination of bts industry and test chamber? There are some odd texture choices and stuff for example.
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Moth
225 Posts
Posted Aug 01, 2012
Replied 51 minutes later

josepezdj wrote:
was all that really made in 1 week and a half? because man, that's a huge amunt of detailing!

Yep, I've literally done nothing else except sit and use Hammer. The very first day the contest was announced, I made a lot of 'detail instances' that just plug right onto walls and stuff.
You can't really tell, but these are really just two simple boxmaps :wink:

The Irate Pirate wrote:
Is it supposed to be a combination of bts industry and test chamber?

This is two maps with different styles, merged into a single BSP. There are cohesive elements that pull everything together (the portal 1-style brown metal) but I guess you'll have to actually PLAY the thing to better understand what I mean.

Thanks for the kind comments. Let's hope I can get this thing finished in time.
Co-op maps are HARD :sad:

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josepezdj
2,386 Posts
Posted Aug 01, 2012
Replied 1 hour later

Moth wrote:
Yep, I've literally done nothing else except sit and use Hammer. The very first day the contest was announced, I made a lot of 'detail instances' that just plug right onto walls and stuff.
You can't really tell, but these are really just two simple boxmaps :wink:

OK, then I've got my own favourite map for winner already! :thumbup: ... let's wait to play it and check the puzzles though.

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Jepp
134 Posts
Posted Aug 01, 2012
Replied 3 hours later

Moth wrote:
Thanks for the kind comments. Let's hope I can get this thing finished in time.
Co-op maps are HARD :sad:

...and AWESOME!! That map looks super-heavy-duty fantastic! Awesome :thumbup:

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FelixGriffin
2,680 Posts
Posted Aug 01, 2012
Replied 28 minutes later
I don't stand a chance against that map. :sad:

That looks awesome, Moth, and I can't wait to play it! I like HEP puzzles, and it should be interesting using two sets of portals.

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rock_n_rage
168 Posts
Posted Aug 01, 2012
Replied 1 hour later

Moth wrote:
My competition entry: a coop-puzzle consisting of map-within-a-map (mapception?)
Part 1 is a BTS area with Aperture employee entrance into energy ball and gel training :smile:

Fall into Part 2:

img

All the images look great but I really like the look of the tube coming up through the floor!

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MasterLagger
1,695 Posts
Posted Aug 01, 2012
Replied 3 hours later
I decided to play it smart and changed my mind about entering the contest. I'm still mapping, and here's what I have so far (some areas are a little dark):
2nd Main Testing Area
sp_ml_watched0003.jpg sp_ml_watched0004.jpg sp_ml_watched0005.jpg
Optional Area
sp_ml_watched0001.jpg sp_ml_watched0000.jpg sp_ml_watched0002.jpg
This is same map I posted pictures here a week and a half earlier, I've just started to expand it more.
Images 6
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Post image 2
Post image 3
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Post image 6
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josepezdj
2,386 Posts
Posted Aug 02, 2012
Replied 13 hours later

MasterLagger wrote:
This is same map I posted pictures here a week and a half earlier, I've just started to expand it more.

LpFreaky90 wrote:
You ARE NOT allowed to use a map you were already working on.

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The Irate Pirate
236 Posts
Posted Aug 02, 2012
Replied 1 hour later
He's not posting it in the competition, he just says he's working on it again instead of entering into the contest.
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ChickenMobile
2,460 Posts
Posted Aug 02, 2012
Replied 1 minutes later
Unless you cant count jose, one and a half weeks was the starting date of the competition.
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josepezdj
2,386 Posts
Posted Aug 02, 2012
Replied 27 minutes later

ChickenMobile wrote:
Unless you cant count jose, one and a half weeks was the starting date of the competition.

What I understood was that he posted those images 1 and a half week before, therefore he created the map BEFORE that date and then posted the images... am I not right?

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MasterLagger
1,695 Posts
Posted Aug 02, 2012
Replied 2 hours later
Right, but I never intended to submit this map into the contest after finding the rules said that the map must be made between the day the contest started, and the the day the contest ends (I still think that rule said the opposite at one point and was edited). I made "Revenge of the Angry Turrets 2" for the contest, but thought it would take to long. So I quit the contest and went back to the other map I was working on and I'm going to normally release both maps.

I'm currently experimenting with warm and cold lights to see what shows up better. You can tell in most of the pictures that the lighting is cold. You can also tell I found the old Portal 1 elevator.

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The Irate Pirate
236 Posts
Posted Aug 03, 2012
Replied 21 hours later

MasterLagger wrote:
Right, but I never intended to submit this map into the contest after finding the rules said that the map must be made between the day the contest started, and the the day the contest ends (I still think that rule said the opposite at one point and was edited). I made "Revenge of the Angry Turrets 2" for the contest, but thought it would take to long. So I quit the contest and went back to the other map I was working on and I'm going to normally release both maps.

I'm currently experimenting with warm and cold lights to see what shows up better. You can tell in most of the pictures that the lighting is cold. You can also tell I found the old Portal 1 elevator.

A good idea is to have one room with warm orange lighting and then another one with blue, the old blue and orange contrast is one that has worked for a looooong time and obviously fits Portal's theme. Cool lighting generally works in clean theme, and warm in decayed theme.

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Pitkakorvaa
200 Posts
Posted Aug 03, 2012
Replied 9 hours later
ML, for optional area. You could try to change old observation room textures to "/factory_concrete" textures and expand ceiling for 64 units and set black "backpanel" textures to expanded area and change ceiling texture to "backpanel" too. Then add square beam models between factory and backpanel texture. I bet it would make it look more wide and interesting.
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MasterLagger
1,695 Posts
Posted Aug 03, 2012
Replied 28 minutes later

The Irate Pirate wrote:
A good idea is to have one room with warm orange lighting and then another one with blue, the old blue and orange contrast is one that has worked for a looooong time and obviously fits Portal's theme. Cool lighting generally works in clean theme, and warm in decayed theme.

Well, I took part of your advice. I tried out warm light in an area that's a dirty, metal, maintenance area. And it turned out alright but I have to adjust the brightness to make it a little brighter.
Maintenance WIP
|| sp_ml_watched0003.jpg

sp_ml_watched0006.jpg|| I'm also trying to get a few boxes to move through tubes at a nice constant rate. > ***Pitkakorvaa wrote:*** > ML, for optional area. You could try to change old observation room textures to "/factory_concrete" textures and expand ceiling for 64 units and set black "backpanel" textures to expanded area and change ceiling texture to "backpanel" too. Then add square beam models between factory and backpanel texture. I bet it would make it look more wide and interesting. I'm not quite sure what your talking about. I get the feeling it's the area that's normally outside the testing chamber. But the bit about the observation room kinda threw me.
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