The ThinkingWithPortals Map Showcasing Thread
Hope it's out soon.
@d3m0l1sh3r: Very impressive pictures there too! Would that map be related to "Portal Awakening"?
@tanger2b: those pictures look interesting. Keep on that good work!
@Ace_StorM: interesting pictures there, but a couple of suggestions so far: that turret looks definitely grabable without the stairs by simply jumping up, check it; those 8 lightcovers put altogether look strange, overall below the observation room, too clustered imho; I'd try to play a bit more with where you place the lighting sources...
josepezdj wrote:
@d3m0l1sh3r: Very impressive pictures there too! Would that map be related to "Portal Awakening"?
Nope. This will be single release
josepezdj wrote:
@Ace_StorM: interesting pictures there, but a couple of suggestions so far: that turret looks definitely grabable without the stairs by simply jumping up, check it; those 8 lightcovers put altogether look strange, overall below the observation room, too clustered imho; I'd try to play a bit more with where you place the lighting sources...
Thanks for the good tips. A friend of mine already adviced me to remove some of the lights. And the turret's gonna be moved, because it can be grabbed.
I never posted any pictures...
tanger2b wrote:
@ josepezdj
I never posted any pictures...
Maybe josepezdj meant ReactorRocks and typed you name by accident?
MasterLagger wrote:
Maybe josepezdj meant ReactorRocks and typed you name by accident?
Yeah, those screenshots of the hub looked interesting.
ML, that robotics area looks very promising. I'm glad you discovered that tuto regarding the light origin for some difficult-to-spot props (I discovered long time ago when the tutorial was released because I'm subscribed to Tophattwafle channel)
MasterLagger wrote:
Maybe josepezdj meant ReactorRocks and typed you name by accident?
...It's RectorRocks, no 'A' inside. 
Trainyard WIP
sp_ml_watched0001.jpg sp_ml_watched0003.jpg sp_ml_watched0004.jpg sp_ml_watched0005.jpg
Angry Hover Turrets will appear in this area. I still got a lot more stuff to add.
Edit: More pictures, things are looking a bit more detailed. I'm still trying to use the right kind of textures that would fit outside:
Train yard WIP 2
sp_ml_watched0005.jpg
sp_ml_watched0006.jpg
sp_ml_watched0007.jpg
sp_ml_watched0008.jpg
sp_ml_watched0009.jpg
http://steamcommunity.com/id/uscobra11/ ... tab=public
http://steamcommunity.com/id/uscobra11/ ... tab=public
http://steamcommunity.com/id/uscobra11/ ... tab=public
http://steamcommunity.com/id/uscobra11/ ... tab=public
Notes
These are screenshots for MultiPortal. Not a lot of detail. Was a fast compile too. However, tell me what you think 
UsCobra11 wrote:
These are screenshots for MultiPortal. Not a lot of detail. Was a fast compile too. However, tell me what you think
Looks okay, but it is really hard to tell how the lighting is going to end up, along with some more detail. This also means that the only critique I can give you is that in that last screenthot the laser emitter on the ceiling should probably be centered, not the cube model. That usually looks best and should - in my opinion - be used as often as possible.
I think I'm gonna' like that concept though. 
For an early WIP it looks pretty decent already! There are two things I noticed:
-
The second screenshot a curved displacement floor with tiles. That looks a bit strange IMO, since I would expect the tiles to come apart a bit instead of making a smooth curve. (The center image in FourthReaper's signature shows a good example.)
I found that this texture works best if you keep the tile parts flat, and raise the dirt parts a tiny bit, as if there are little heaps of dirt on top of the tiled floor. Optionally garnish with some debris props. -
I'm not sure if this is something you're already planning to add, but in the last image, the two light sprites on the button need something for the light to come from, instead of just two floating sprites.
Here are 20 screenshots of the chamber "sp_tff_intro":
20 screenshots of "sp_tff_intro", the first chamber of the "Testing for Fun" mappack

Hallway before the test chambers.

An overview of the first test chamber.

Ditto,

A room in the first test chamber.

Ditto.

An overview of the chamber where the player will get the single-portal variant Portal gun.

Ditto.

Ditto.

Hallway to the second test chamber.

An overview of the second test chamber, seen from the top.

Ditto, seen from the bottom instead.

Ditto, seen from an observatory room instead.

A room in the second test chamber.

A cube activating a button, making the panel angle at 30? and also disable the fizzler.

A cube activating another button, causing buttons to explode and switches to spark

Ditto.

A switch sparks, with a damaged floor damaged by the explosion.

Switches spark while the exit door is opened and the panel angles at 60?

The exit door of the second test chamber, the exit door to the departure elevator can be seen.

An overview of the chamber where the player will get the dual-Portal device.
Note: A caption with the word "Ditto" means that the caption is exactly the same as the one above it.
Tell what you think about it! All feedbacks appreciated.
ChickenMobile wrote:
I wonder where you got that idea... hrmm...
Nah, I didn't know such a video existed. I made the Super-Button explode because the Super-Button makes the panel angle at 30 degrees, I wanted to "Kill" the Super-Button so the player can't trigger the Super-Button anymore because by placing the cube onto the cube button in the inaccessible room, it makes the panel angle at 60 degrees. And 60 degrees is enough to fling to the exit door, while 30 degrees isn't. 