The ThinkingWithPortals Map Showcasing Thread

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tanger2b
70 Posts
Posted Aug 12, 2012
Replied 3 hours later
As always. I can't wait to play it. Love how the cave area is looking. :thumbup:
Hope it's out soon.
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Ace_StorM
75 Posts
Posted Aug 13, 2012
Replied 6 hours later
Very nice screenshots!
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josepezdj
2,386 Posts
Posted Aug 13, 2012
Replied 1 hour later
@Fourth. AMAZING SCREENSHOTS. I'm glad you recover back your stored work from your computer :thumbup: And I want to reiterate how sad was to check that you didn't finally enter the contest though. Looking forward to play it!

@d3m0l1sh3r: Very impressive pictures there too! Would that map be related to "Portal Awakening"?

@tanger2b: those pictures look interesting. Keep on that good work! :thumbup:

@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...

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d3m0l1sh3r
26 Posts
Posted Aug 13, 2012
Replied 1 hour later

josepezdj wrote:

@d3m0l1sh3r: Very impressive pictures there too! Would that map be related to "Portal Awakening"?

Nope. This will be single release

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Ace_StorM
75 Posts
Posted Aug 13, 2012
Replied 54 minutes later

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.

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tanger2b
70 Posts
Posted Aug 13, 2012
Replied 15 minutes later
@ josepezdj
I never posted any pictures...
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MasterLagger
1,695 Posts
Posted Aug 13, 2012
Replied 3 hours later

tanger2b wrote:
@ josepezdj
I never posted any pictures...

Maybe josepezdj meant ReactorRocks and typed you name by accident?

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josepezdj
2,386 Posts
Posted Aug 13, 2012
Replied 1 hour later

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)

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RectorRocks
522 Posts
Posted Aug 14, 2012
Replied 12 hours later
Oh? Thanks! :smile:
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RectorRocks
522 Posts
Posted Aug 14, 2012
Replied 4 minutes later

MasterLagger wrote:
Maybe josepezdj meant ReactorRocks and typed you name by accident?

...It's RectorRocks, no 'A' inside. :smile:

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solix
11 Posts
Posted Aug 16, 2012
Replied 2 days later
Hi, I just uploaded my first hammer made map on the workshop. Since this is my first real map I'm interested in any suggestion about level-design, texturing, scenery etc... :wink:
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MasterLagger
1,695 Posts
Posted Aug 17, 2012
Replied 1 day later
Well, I've been working on the train-yard area (the final area) in my map. I found a decent skybox texture, and I'm starting to create the final puzzle so the player will escape the facility. This looks a little bland, but here are a few pictures of the area:
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.
Images 4
Post image 1
Post image 2
Post image 3
Post image 4
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portal2tenacious
393 Posts
Posted Aug 17, 2012
Replied 7 minutes later
Looking good, but IMO, the skybox seems a little bland. I know they're aren't many out there, but if you could find one with clouds, It would look a little better. Also, does this map have a plot that goes with the train yard?
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MasterLagger
1,695 Posts
Posted Aug 18, 2012
Replied 11 hours later
Plot? I'm not really sure. I was more focused on giving the player an option to escape the facility instead of taking the exit elevator. The train-yard was made to give an interesting outside environment and I could imagine Aperture using trains to receive materials. As for the skybox, I will eventually make a 3D Skybox and I'll try to make some clouds or fog to make things more detailed.

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

Images 5
Post image 1
Post image 2
Post image 3
Post image 4
Post image 5
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UsCobra11
272 Posts
Posted Aug 20, 2012
Replied 2 days later

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 :razz:

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FourthReaper
356 Posts
Posted Aug 20, 2012
Replied 31 minutes later

UsCobra11 wrote:
These are screenshots for MultiPortal. Not a lot of detail. Was a fast compile too. However, tell me what you think :razz:

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. :smile:

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HMW
806 Posts
Posted Aug 21, 2012
Replied 13 hours later

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.

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RectorRocks
522 Posts
Posted Aug 25, 2012
Replied 3 days later
I'm finished with the first chamber of my 8-chamber single-player mappack "Testing for Fun".
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
img
Hallway before the test chambers.
img
An overview of the first test chamber.
img
Ditto,
img
A room in the first test chamber.
img
Ditto.
img
An overview of the chamber where the player will get the single-portal variant Portal gun.
img
Ditto.
img
Ditto.
img
Hallway to the second test chamber.
img
An overview of the second test chamber, seen from the top.
img
Ditto, seen from the bottom instead.
img
Ditto, seen from an observatory room instead.
img
A room in the second test chamber.
img
A cube activating a button, making the panel angle at 30? and also disable the fizzler.
img
A cube activating another button, causing buttons to explode and switches to spark
img
Ditto.
img
A switch sparks, with a damaged floor damaged by the explosion.
img
Switches spark while the exit door is opened and the panel angles at 60?
img
The exit door of the second test chamber, the exit door to the departure elevator can be seen.
img
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. :smile:
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ChickenMobile
2,460 Posts
Posted Aug 25, 2012
Replied 2 hours later

RectorRocks wrote:
img

I wonder where you got that idea... hrmm...

gvjyJEKGdIk

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RectorRocks
522 Posts
Posted Aug 25, 2012
Replied 5 minutes later

ChickenMobile wrote:
I wonder where you got that idea... hrmm...

gvjyJEKGdIk

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. :smile: