The ThinkingWithPortals Map Showcasing Thread

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Pitkakorvaa
200 Posts
Posted Aug 04, 2012
Replied 15 hours later
MasterLagger, like this: http://www.verkkojohto.net/rkof/upload/like_this.jpg
Made quick 20sec hallway :lol:
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Moth
225 Posts
Posted Aug 04, 2012
Replied 12 minutes later
Less than 24 hours to go until the contest ends!!
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Pitkakorvaa
200 Posts
Posted Aug 04, 2012
Replied 1 hour later

Moth wrote:
Less than 24 hours to go until the contest ends!!

Wasn't it before 23:59EDT of 5th? It's 4th now.

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MasterLagger
1,695 Posts
Posted Aug 04, 2012
Replied 47 minutes later

Pitkakorvaa wrote:
MasterLagger, like this: http://www.verkkojohto.net/rkof/upload/like_this.jpg
Made quick 20sec hallway :lol:

Oh, I see now. That does look nice. I may add something like that later on in the level when trying to connect to an "older" test chamber.
Before I start adding on to my map, I've been busting my brains trying to get lighting in my current rooms to be decent.

|| sp_ml_watched0000.jpg

sp_ml_watched0001.jpg|| I may release a WIP to get more specific feedback.
Images 2
Post image 1
Post image 2
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RectorRocks
522 Posts
Posted Aug 07, 2012
Replied 2 days later
My currently worked on co-op mappack. The following screenshots are screenshots taken from only the INTRODUCTION of the mappack, the rest of the maps are not made yet. The introduction of the mappack is still WIP so you'll see better results during the release. I know its kinda dark in Aperture Hospital. I'll improve the lighting. Other than that, tell me what do you think! :smile:
Screenshots are posted below: Screenshots
img
Atlas' and P-body's spawn area, separated by glass.
img
Atlas' part of the puzzle.
img
P-body's part of the puzzle.
img
An overview of a room in the test chamber.
img
Outside the test chamber. The entrance to Aperture Hospital can be seen.
img
Aperture Hospital's interior. Note the receptionists (Bendys) and the hospital's logo.
img
Lift lobbies and toilets of Aperture Hospital.
img
A broken door reveals a staircase leading upstairs.

More to come as I progress on! I'll keep you all posted!

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MasterLagger
1,695 Posts
Posted Aug 07, 2012
Replied 2 hours later
That looks nice, and kinda spooky.
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Pitkakorvaa
200 Posts
Posted Aug 07, 2012
Replied 1 hour later
@RectorRocks, add "tideline" overlay over the pit where goo is, and compile it in HDR to get more darker color to goo, if you didn't know that yet. Also placing goo more deeper may make it look more nicer.
Theres picture if you misunderstood what I'm trying to say, lol.
http://www.verkkojohto.net/rkof/upload/tideline.jpg
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RectorRocks
522 Posts
Posted Aug 08, 2012
Replied 10 hours later

MasterLagger wrote:
That looks nice, and kinda spooky.

Haha, thanks. Spooky? In what way? The Bendys? xP

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RectorRocks
522 Posts
Posted Aug 08, 2012
Replied 7 hours later

Pitkakorvaa wrote:
@RectorRocks, add "tideline" overlay over the pit where goo is, and compile it in HDR to get more darker color to goo, if you didn't know that yet. Also placing goo more deeper may make it look more nicer.
Theres picture if you misunderstood what I'm trying to say, lol.
http://www.verkkojohto.net/rkof/upload/tideline.jpg

How do I compile it in HDR? I don't even know whats HDR! The env_tonemap_controller?

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Pitkakorvaa
200 Posts
Posted Aug 08, 2012
Replied 53 minutes later
Uhh. This.
img

More information about HDR. https://developer.valvesoftware.com/wiki/HDR

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RectorRocks
522 Posts
Posted Aug 08, 2012
Replied 1 minutes later

Pitkakorvaa wrote:
Uhh. This.
img

More information about HDR. https://developer.valvesoftware.com/wiki/HDR

Can I do it on Expert mode? I usually use Expert mode to compile instead of Normal mode. xP

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Habzs
225 Posts
Posted Aug 08, 2012
Replied 20 minutes later

RectorRocks wrote:
Can I do it on Expert mode? I usually use Expert mode to compile instead of Normal mode. xP

img

This.

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RectorRocks
522 Posts
Posted Aug 08, 2012
Replied 3 minutes later

Habzs wrote:
RectorRocks wrote:

Can I do it on Expert mode? I usually use Expert mode to compile instead of Normal mode. xP

img

This.

Ohh, thanks! :smile:

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MasterLagger
1,695 Posts
Posted Aug 08, 2012
Replied 3 hours later
Oh, when I said spooky, I should have gone into more detail. I personally don't like being in hospitals, specifically hospitals with dark areas in it. So, to me, it looks spooky. But other than that everything looks great!

Edit: Pitkakorvaa, I took part of your advice and made my own hallway with a hollow ceiling. I still got work to do on it but here are some sample pictures:
Older Area
sp_ml_watched0000.jpg sp_ml_watched0001.jpg sp_ml_watched0002.jpg sp_ml_watched0003.jpg
You can walk on the ceiling tiles using portals to get up there. It'll will be useful later on in the map when the turrets make their move. I'm also working on an outdoor train yard. But I haven't really gotten much done on that.

Images 4
Post image 1
Post image 2
Post image 3
Post image 4
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Pitkakorvaa
200 Posts
Posted Aug 08, 2012
Replied 3 hours later
@ML Now your map is getting shape! Keep going :biggrin:
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Shadow
2 Posts
Posted Aug 08, 2012
Replied 3 hours later
Untitled
http://i47.tinypic.com/fly2vk.png
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MasterLagger
1,695 Posts
Posted Aug 08, 2012
Replied 34 minutes later

Pitkakorvaa wrote:
@ML Now your map is getting shape! Keep going :biggrin:

Eh, your just saying that because I took your advice. However, that advice was pretty good to begin with. :lol:

Shadow wrote:
Untitled
http://i47.tinypic.com/fly2vk.png

I sense a cold, dark map coming from Shadow. Nicely done. :thumbup:

Edit: More pictures, this time modified Angry Hover Turrets. Don't worry, these will actually appear in the level and will have a purpose. Actually, scratch that, do worry.
Modified Angry Hover Turrets
sp_ml_watched0000.jpg sp_ml_watched0004.jpg

Images 2
Post image 1
Post image 2
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RectorRocks
522 Posts
Posted Aug 09, 2012
Replied 1 day later

MasterLagger wrote:
Oh, when I said spooky, I should have gone into more detail. I personally don't like being in hospitals, specifically hospitals with dark areas in it. So, to me, it looks spooky. But other than that everything looks great!

Thanks, you think I can put a pop-up of Chell in a flickering hallway? xP
Actually the main setting of the mappack is another facility (or another "Aperture Science") near Aperture Hospital, not the hospital. Aperture Hospital is just a place where you sneak out of it and enter the facility. :smile:

Oh, and your Angry Hover Turret looks better! At least no more Excursion Funnel emitters! xP

Pitkakorvaa wrote:
@RectorRocks, add "tideline" overlay over the pit where goo is, and compile it in HDR to get more darker color to goo, if you didn't know that yet. Also placing goo more deeper may make it look more nicer.
Theres picture if you misunderstood what I'm trying to say, lol.
http://www.verkkojohto.net/rkof/upload/tideline.jpg

Pitkakorvaa wrote:
Uhh. This.
img
More information about HDR. https://developer.valvesoftware.com/wiki/HDR

Okay, I made the Goo more deeper, added the tideline overlays, and compiled in HDR but its still the same color! D:

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Alexander Bell
306 Posts
Posted Aug 09, 2012
Replied 20 minutes later

RectorRocks wrote:
MasterLagger wrote:

Oh, when I said spooky, I should have gone into more detail. I personally don't like being in hospitals, specifically hospitals with dark areas in it. So, to me, it looks spooky. But other than that everything looks great!

Thanks, you think I can put a pop-up of Chell in a flickering hallway? xP
Actually the main setting of the mappack is another facility (or another "Aperture Science") near Aperture Hospital, not the hospital. Aperture Hospital is just a place where you sneak out of it and enter the facility. :smile:

Oh, and your Angry Hover Turret looks better! At least no more Excursion Funnel emitters! xP

Pitkakorvaa wrote:

@RectorRocks, add "tideline" overlay over the pit where goo is, and compile it in HDR to get more darker color to goo, if you didn't know that yet. Also placing goo more deeper may make it look more nicer.
Theres picture if you misunderstood what I'm trying to say, lol.
http://www.verkkojohto.net/rkof/upload/tideline.jpg

Pitkakorvaa wrote:

Uhh. This.
img
More information about HDR. https://developer.valvesoftware.com/wiki/HDR

Okay, I made the Goo more deeper, added the tideline overlays, and compiled in HDR but its still the same color! D:

A pop up of chell would be easy, just have a prop_static if you don't want the player to collide with it, dynamic if you do. Then have a trigger_once connected to a timer set for however long you want chell to be shown, make the timer enabledraw on the prop.

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Kaleido
272 Posts
Posted Aug 09, 2012
Replied 17 minutes later

Alexander Bell wrote:
A pop up of chell would be easy, just have a prop_static if you don't want the player to collide with it, dynamic if you do. Then have a trigger_once connected to a timer set for however long you want chell to be shown, make the timer enabledraw on the prop.

prop_static has collision. Stop spreading your lack of knowledge.