Aesthetic Showcase [Version 2]
or look at the portal 2 design page
I create a pit underneath and cover it with a grate: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-17-37-97.png
(in this example the pit is a little too close, but you get the idea. try messing with the block light texture and putting it in the pit for cool shadow effects.)
In some cases, I like to fill it up with goo: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-18-56-88.png
(I like to use reflective goo textures for this, like nature/toxicslime_a2_bridge_intro or the laser platform one. I also like using particle effects, like water_mist (look for it in the version you want in the particle list on the site ben posted.)
Finally, I sometimes combine the two: https://dl.dropbox.com/u/59442409/portal2%202013-01-16%2018-21-16-74.png
So, yeah. Have fun! :3
@ABP,
https://dl.dropbox.com/u/59442409/porta ... -56-88.png
Set "Render in fast reflections" to "Yes" on those pistons, and other bigger props(like dropper etc.) near the goo. It makes them reflect too and looks nicer.
Edit:
Don't forget about "tidelines" when having goo.
On Mapping Showcase, Pitkakorvaa wrote:
@RectorRocks, add "tideline" overlay over the pit where goo is, and compile it in HDR to get more darker color to goo, if you didn't know that yet. Also placing goo more deeper may make it look more nicer.
Theres picture if you misunderstood what I'm trying to say, lol.
http://www.verkkojohto.net/rkof/upload/tideline.jpg
Pitkakorvaa wrote:
Set "Render in fast reflections" to "Yes" on those pistons, and other bigger props(like dropper etc.) near the goo. It makes them reflect too and looks nicer.
I would even set "render in fast reflections" to YES those upper brushes on top of the pistons
I use to do so with ALL entities near the water places because you get more realistic reflections. I even hate that portals aren't reflected and you can see the reflected panels empty on the water's reflection...
FelixGriffin wrote:
You can place two prop_portals and set the property there if you want them to be reflected. But it kills performance since the goo needs to reflect the whole world twice.
Yeah I guess, but way too much for only one of my sick manias
After that I might want the reflection of Chell while being funnel over the goo pit, and so on... 
All the past comment have been put into consideration, but now have nothing to do with the updated page.
Looking pretty nice, but there are a few issues:
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Some of the tiles seem to be half-black and half-white. Looks odd.
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There are lots of missing tiles, but hardly any debris on the floor or anything. Where did they all go?
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In both of these pictures some of the 'exposed' framework is actually in front of the wall, which looks weird to say the least.
http://www.moddb.com/mods/indestructible-core-intelligence/images/visual-enhancements-with-missing-walls#imagebox
http://www.moddb.com/mods/indestructible-core-intelligence/images/visual-enhancements-with-missing-walls1#imagebox -
I'm not sure about how the walls jut out on the relaxation vault here:
http://www.moddb.com/mods/indestructibl ... 3#imagebox
I'd make them the same width as the window, or double glaze or something. At any rate, I'd try to get rid of the misaligned textures on the edges.
FelixGriffin wrote:
The easiest instance to use is p2editor/light_strip.vmf, others will require cutting holes in the walls.
Oh my god I just wasted so much time cutting walls for my p2editor light strips 
why are there chairs in the test chamber?
they should only be in observation rooms, and observation rooms dont have testchamber walls or floors
... also there shouldn't be a portal to an observation room, the test subject could just escape!... oh wait, there are no doors, then how do the observers watch?... oh they use the portal, which the test subject is also using.... so the test subject could totally just go in the observation room, and use it to escape.... it doesn't make logical sense, and it clashes styles
srs bsnss wrote:
FelixGriffin wrote:The easiest instance to use is p2editor/light_strip.vmf, others will require cutting holes in the walls.
Oh my god I just wasted so much time cutting walls for my p2editor light strips
personally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.
BenVlodgi wrote:
srs bsnss wrote:Oh my god I just wasted so much time cutting walls for my p2editor light strips
personally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.
That's true, the initial release ones do have nicer lighting. Do you leave a large gap behind the lightstrip, (eg 32 units or something) or is it just a 32x128x1 gap? I'd been using the latter so cutting that out was quite a pain, and if they were in corners I'd have to make 1x128x1 brushes to seal leaks, which were uncomfortable to make, to say the least.
srs bsnss wrote:
BenVlodgi wrote:srs bsnss wrote:
Oh my god I just wasted so much time cutting walls for my p2editor light strips
personally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.
That's true, the initial release ones do have nicer lighting. Do you leave a large gap behind the lightstrip, (eg 32 units or something) or is it just a 32x128x1 gap? I'd been using the latter so cutting that out was quite a pain, and if they were in corners I'd have to make 1x128x1 brushes to seal leaks, which were uncomfortable to make, to say the least.
well aslong as there is a brush on every side, except the back, they dont leak.... the instances that end with _detail, dont have a back brush built in, and those are the ones I use on corner peices
Thanks for the feedback on everything else, though! I'll be sure to push the walls back a bit so that the framework isn't sticking out of the wall.
As for the observation rooms... I should really put in a door in the 180x180 one. Also, the Portal Emitter in the large observation room would act as an efficient replacement for doors, and no, the player would not be able to portal into the rooms as the emitters are obviously not linked to the player's Portals.
For the lack of any missing panels on the ground or ceiling, that was the result of me only clipping a few walls to see what the community thought of them. I will get to work on adding (or subtracting really) panels on the other walls. Speaking of which... I found you can create some really nice effects by placing framework in the ceiling, where some BTS stuff is (with some tubes and stuff), and putting an env_projectedtexture with high shadow quality and light up there, shining down on the area.
Caden wrote:
Also, the Portal Emitter in the large observation room would act as an efficient replacement for doors, and no, the player would not be able to portal into the rooms as the emitters are obviously not linked to the player's Portals.
Obviously?
its not obvious... Its a breach in style as well as game-play indication. It is up to you since you're the creator of the mod, but I question how much you know about those topics if you are going disregard some of their basic rules.
BenVlodgi wrote:
Caden wrote:Also, the Portal Emitter in the large observation room would act as an efficient replacement for doors, and no, the player would not be able to portal into the rooms as the emitters are obviously not linked to the player's Portals.
Obviously?
its not obvious... Its a breach in style as well as game-play indication. It is up to you since you're the creator of the mod, but I question how much you know about those topics if you are going disregard some of their basic rules.
Fine then, I'll replace the Portal Emitters with doors. This doesn't take place in Aperture, so I was trying to break away from the Aperture feel.
Why is it that you guys are only pointing out the flaws in these pictures? I'm asking if you like the style I'm attempting to use. So can you point out the things that you like about it and not just the things that are wring with it? Speaking of which, I recently applied some of this to another map from my mod, so tell me what you think about this without completely being pessimistic.
Caden wrote:
Why is it that you guys are only pointing out the flaws in these pictures? I'm asking if you like the style I'm attempting to use. So can you point out the things that you like about it and not just the things that are wring with it? Speaking of which, I recently applied some of this to another map from my mod, so tell me what you think about this without completely being pessimistic.http://steamcommunity.com/sharedfiles/f ... =125108460
http://steamcommunity.com/sharedfiles/f ... =125108453
It's not that we're trying to make you depressed or anything, it's just that we point out things you can improve. That'll only make your maps better! 
I love the projected textures on the white walls, they look splendid! Personally I'd make the top area with the pipes a bit darker, but it also breaks up the scenery 