The ThinkingWithPortals Map Showcasing Thread

Hi
The work of FelixGriffin and usCobra present...
http://steamcommunity.com/sharedfiles/f ... =100524035
http://steamcommunity.com/sharedfiles/f ... =100524053
http://steamcommunity.com/sharedfiles/f ... =100524040
Sorry for the slightly dark screenshots. Fast compile 
Also: It's a 3 map map-pack and an entry for the mAI Contest. You all are going down
Nah, kidding. Good luck to everyone. You'll need it 
Kidding again. Seriously. Have fun.

Early work in progress. (that subway cart will be replaced, it's just a placeholder)
UsCobra11 wrote:
snip
Not enough contrast between shadows and light. Also, your purple lights are a little blaring; I would turn down the size and/or desaturate the color a little. Otherwise, I'm intrigued.
Screens:
https://www.dropbox.com/s/a3y7b38khjq1vue/mp_coop_trustbridgesv30006.jpg https://www.dropbox.com/s/7pf9hiu3rx7e0f2/mp_coop_trustbridgesv30008.jpg
https://www.dropbox.com/s/6ib8u9e4juxoawk/mp_coop_trustbridgesv30012.jpg https://www.dropbox.com/s/n0wumsq0a6ppo5t/mp_coop_trustbridgesv30015.jpg
Downloads:
http://steamcommunity.com/sharedfiles/filedetails/?id=101442852
http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=2286
also add tidelines to the walls please
Idolon wrote:
Unfortunately, scaling the texture doesn't effect the goo pattern, only the places that it shows. The goo in the screenshot is already scaled up 32x.
Then scale the goo texture itself. You have it into the portal2/portal2/pak01_dir.vpk inside materials/liquids/toxicslime_color.vtf** 
Awesome floodgate work there ![]()
I like that style!
@HammerHead
They look pretty good, gonna play your map.
@LP
Wohoo, mysterious!
@AnotherBadPun
These Turrets really have to be pissed off. Being locked in such a small cage makes them furious.
@UsCobra11
W-woah! Awesome!
Another Bad Pun wrote:
you should probably embiggen the goo texture scale. atm it looks a little repetitive.also add tidelines to the walls please
Finally someone else told about adding tidelines into map. ![]()
Loved the use of lighting and the shadows! 
Overall it looks nice, but I noticed some things:
- in the third picture, the button should stand on a thin brush, like the button in pic #2.- the vactubes in the BTS-Area should go more crazy. Right now they follow the grid, but they should, like in the main game, going everywhere. You also could use some more detailss on them like scanners or connectors.- the arms in the background seem to fall of from the chamber.- Ropes! They can fill the empty space between the chambers and also look interesting.- there are some nice instances shipped with the game you can use for some walls / ceilings in this area
I'm looking forward to the final release
.
In the first image, the left rotary faith plate has a very bright texture on the rim. Is that on purpose?
(It's generally OK to mix clean and dirty textures. That one just stands out for some reason.)
