The ThinkingWithPortals Map Showcasing Thread

Because why not?
Idolon wrote:
Because why not?
Indeed!! I love it
Really nice brushwork and style Idolon! I want to play that! ![]()
UsCobra11 wrote:
Anyways, this might look familiar.
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.
Click "Show" to show screenshots

An overview of the player's hospital ward

Ditto

Ditto

The hospital hallway, with the lift lobby (The LED display above the elevator reads "B3")

Toilet entrance

Female toilet (Male toilet WIP)

Elevator shaft, at B3 level

Ditto, at B1 level, B2 and B3 levels can be seen

Ditto, at 01 level

The whole elevator shaft
Heavy WIP
Thanks to ChickenMobile for the door, level chooser and wake-up instance!
All feedbacks appreciated! 
EDIT: oh the opening door from either side?
EDIT2: post55634.html?#p55634
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.
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.
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.
How are you finding what the player points at? Are you using a func_tank?
also, tested it in a valve map, works great!
i've already tried parenting and a number of other things, this was the least glitchy solution.
Room 3 - 1
Room 3 - 2
Room 6 - 1
Room 6 - 2
Hope to get everything done until the end of november... 
Sprowl wrote:
Last four screenshots of my upcomming mappack:Room 3 - 1
Room 3 - 2
Room 6 - 1
Room 6 - 2Hope to get everything done until the end of november...
Gotta love the light and details! Nice work! ![]()
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?
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
.
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
This goes for 6-1 as well. Or maybe it's the lack of building cubemaps?

