The ThinkingWithPortals Map Showcasing Thread

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Idolon
417 Posts
Posted Oct 29, 2012
Replied 3 days later
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Because why not?
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josepezdj
2,386 Posts
Posted Oct 30, 2012
Replied 5 hours later

Idolon wrote:
Because why not?

Indeed!! I love it :notworthy: Really nice brushwork and style Idolon! I want to play that! :thumbup:

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Lpfreaky90
2,842 Posts
Posted Oct 30, 2012
Replied 21 hours later
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portal2tenacious
393 Posts
Posted Nov 04, 2012
Replied 4 days later

UsCobra11 wrote:
Anyways, this might look familiar.

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Unfortunately though, I have decided to abandon the Portal 1 Underground Remake. Making 18 test chambers, along with constructing the areas where the puzzle had to be navigated a different way due to destruction, I realized I was way in over my head. I only finished chambers 00 and 01.
If anyone wants to take over, that's awesome, just PM me and i'll give you the work.

This is a little thing usCobra started a while ago and scrapped. Its a remake of portal 1 in the underground theme I've only been working on it about 45 minutes and have never mapped in this theme, so any feedback is appreciated.
wake up room:

http://steamcommunity.com/sharedfiles/f ... =106663099

Edit: added a quote from usCobra earlier in the thread.

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RectorRocks
522 Posts
Posted Nov 04, 2012
Replied 6 hours later
Here are 10 screenshots of the INTRODUCTION of my mappack: Testing for Fun.
Click "Show" to show screenshots
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An overview of the player's hospital ward
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Ditto
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Ditto
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The hospital hallway, with the lift lobby (The LED display above the elevator reads "B3")
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Toilet entrance
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Female toilet (Male toilet WIP)
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Elevator shaft, at B3 level
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Ditto, at B1 level, B2 and B3 levels can be seen
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Ditto, at 01 level
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The whole elevator shaft

Heavy WIP

Thanks to ChickenMobile for the door, level chooser and wake-up instance!

All feedbacks appreciated! :smile:

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ChickenMobile
2,460 Posts
Posted Nov 04, 2012
Replied 3 minutes later
what door?

EDIT: oh the opening door from either side?
EDIT2: post55634.html?#p55634

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RectorRocks
522 Posts
Posted Nov 04, 2012
Replied 1 minutes later

ChickenMobile wrote:
what door?

EDIT: oh the opening door from either side?
EDIT2: post55634.html?#p55634

Yeap, the push-bar door.
EDIT: Yeah, that one.

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HMW
806 Posts
Posted Nov 08, 2012
Replied 3 days later
Looks very nice, especially the bedroom and the toilet!

The only odd thing is, that the rooms (and also the bed) look like they are too big compared to the chairs, table and doors. It will look better if you scale it all down a little.

Also, if you can manage it, it would be nice if the elevator had a real car instead of a platform.

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CamBen
973 Posts
Posted Nov 10, 2012
Replied 2 days later
Remember that gravity gun I made a while ago? Well, I was just messing around with it today, and created a new WIP gun:
http://www.youtube.com/watch?v=CcGS6Pentdg&feature=youtu.be
The two features of the gun are to pick up and move physics props/ragdolls, and to convert dynamic props into physics props.
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FelixGriffin
2,680 Posts
Posted Nov 10, 2012
Replied 39 minutes later
A point_push with small radius and big force, I imagine? Looks nice!

How are you finding what the player points at? Are you using a func_tank?

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CamBen
973 Posts
Posted Nov 10, 2012
Replied 18 minutes later
A func_tank with an invisible box on the glow designed to catch and trap exotic ragdolls and physics props, actually. on click, box enables. on unclick, box disables.

also, tested it in a valve map, works great!

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FelixGriffin
2,680 Posts
Posted Nov 10, 2012
Replied 36 minutes later
Wow. You're actually enabling a func_brush to cause a penetration error and lock it in place? :O
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CamBen
973 Posts
Posted Nov 10, 2012
Replied 58 minutes later
yes, it gets the job done. :lol: i've already tried parenting and a number of other things, this was the least glitchy solution.
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Sprowl
97 Posts
Posted Nov 15, 2012
Replied 4 days later
Last four screenshots of my upcomming mappack:

Room 3 - 1
Room 3 - 2
Room 6 - 1
Room 6 - 2

Hope to get everything done until the end of november... :biggrin:

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FelixGriffin
2,680 Posts
Posted Nov 15, 2012
Replied 3 hours later
Love the destruction! I would recommend not updating Portal 2, as it might break the gel. I have a script that might be able to fix it, but it would only work with an invisible laser target on every panel.
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Habzs
225 Posts
Posted Nov 16, 2012
Replied 3 hours later

Sprowl wrote:
Last four screenshots of my upcomming mappack:

Room 3 - 1
Room 3 - 2
Room 6 - 1
Room 6 - 2

Hope to get everything done until the end of november... :biggrin:

Gotta love the light and details! Nice work! :thumbup:

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josepezdj
2,386 Posts
Posted Nov 16, 2012
Replied 1 hour later
Wow Sprowl, impressive! Good job man :thumbup: A serious work on detailing and with all that massive destruction... I think I'm gonna like this a lot! Looking forward to it!

Maybe the only tiny suggestion I could give is that the lighting in room 6-2 might seem a little too bright at places, like that corner where the combine-ball launcher is, but overall in 6-1 that is even close to fullbright, don't you think?

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Sprowl
97 Posts
Posted Nov 16, 2012
Replied 2 hours later
@ Felix
Nope, that won't work... . The Gel could be everywhere, not only on some panels.

@ Habzs
Thanks!

@josepezdj
I see what you mean on 6 - 1 and I'm not completely happy with the lightning either. 6 - 2 on the other hand is good. The bright light above the ball launcher comes from the fire and I think it isn't to bright. If some playtesters think it is I will however change it :wink: .

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josepezdj
2,386 Posts
Posted Nov 16, 2012
Replied 49 minutes later

Sprowl wrote:
6 - 2 on the other hand is good. The bright light above the ball launcher comes from the fire and I think it isn't to bright

Yeah, I noticed you catched the combine ball exploding or something, but still, there is a clean white light too bright around that corner... and there is something strange with the props' lighting, they all look too unrealistic, did you use info_lighting entities for them? because in that case, you should place them in a bit darker areas to avoid that "sort-of-fullbright-sense", imho :wink: This goes for 6-1 as well. Or maybe it's the lack of building cubemaps?

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JakeeeD
48 Posts
Posted Nov 16, 2012
Replied 2 hours later
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Some WIP backstage map.