The ThinkingWithPortals Map Showcasing Thread

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ChickenMobile
2,460 Posts
Posted Feb 04, 2013
Replied 2 hours later

Lamarr wrote:
More of tartaros transition map
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imgimg

epic drool

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iWork925
1,080 Posts
Posted Feb 05, 2013
Replied 3 hours later
Those are AWESOME. They make valve's ug levels look like crap. (in comparison)
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josepezdj
2,386 Posts
Posted Feb 05, 2013
Replied 2 hours later
Lamarr, again, BRILLIANT mapping dude! :notworthy:
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LoneWolf2056
193 Posts
Posted Feb 06, 2013
Replied 1 day later
Some pics of the new map in my dilapidation series.

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iWork925
1,080 Posts
Posted Feb 07, 2013
Replied 7 hours later
Looking good, puppy dog!
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josepezdj
2,386 Posts
Posted Feb 07, 2013
Replied 5 minutes later

LoneWolf2056 wrote:
Some pics of the new map in my dilapidation series.

Those look impressive, but nothing compared to how awesome it looks in game! :biggrin:

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MrLate
159 Posts
Posted Feb 07, 2013
Replied 8 hours later
6_.jpg 7_.jpg 8_.jpg 9_.jpg 10_.jpg

Coop map I am currently making, there might be lighting bugs since I used fast RAD and no cubemaps.

Images 5
Post image 1
Post image 2
Post image 3
Post image 4
Post image 5
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josepezdj
2,386 Posts
Posted Feb 07, 2013
Replied 24 minutes later
Mr. Late, looking AWESOME! I always liked your style, keep on that good job :thumbup:

My favourite is the last one with all those missing tiles that let you see the rusty texture and the dirty overlays. Amazing.

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Ace_StorM
75 Posts
Posted Feb 07, 2013
Replied 3 hours later
I agree on josepezdj. Your style looks brilliant. First and second one are my favourites.
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DaMaGepy
361 Posts
Posted Feb 08, 2013
Replied 1 day later
A "small" and easy training map I'm creating, 46% completed, 3 small 1 large and a secret chamber is missing, 9 testchamber alltogether:

DaMaGepy #4: cube training WIP (jpg)

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CamBen
973 Posts
Posted Feb 09, 2013
Replied 2 hours later
That first pic of the outdoor area really caught my eye, great detailing!
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Lpfreaky90
2,842 Posts
Posted Feb 09, 2013
Replied 7 hours later

DaMaGepy wrote:
A "small" and easy training map I'm creating, 46% completed, 3 small 1 large and a secret chamber is missing, 9 testchamber alltogether:

DaMaGepy #4: cube training WIP (jpg)

Specially the outdoor area looks very impressive :thumbup: I would try and mess around with the lighting a bit more though :wink:

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FelixGriffin
2,680 Posts
Posted Feb 09, 2013
Replied 48 minutes later
I love the way you detailed the bottom center picture, with all the smaller cubes.
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DaMaGepy
361 Posts
Posted Feb 09, 2013
Replied 53 minutes later

FelixGriffin wrote:
I love the way you detailed the bottom center picture, with all the smaller cubes.

thats just the corridor between 2 test, I like to make all of them different, so they are not boring

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RectorRocks
522 Posts
Posted Feb 12, 2013
Replied 2 days later
First chamber of my Testing for Fun single-player mappack. 95% completed.


Screenshots:

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Test Chamber Sign of Test Chamber 01
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An overview of the first chamber
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Ditto
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Ditto
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Hallway between the first chamber and the second chamber
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An overview of the second chamber
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Ditto
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Ditto
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Ditto
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Ditto
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Hallway between the second chamber and the departure elevator


To-do(s):
-Add autosaves
-Optimization (Lpfreaky90 and ChickenMobile, if you want to optimize my map, PM me ;P)

What do you guys think? All feedbacks appreciated! :smile:

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CamBen
973 Posts
Posted Feb 12, 2013
Replied 4 hours later
The first room looks too dark for the amount of light models, imo
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josepezdj
2,386 Posts
Posted Feb 12, 2013
Replied 23 minutes later

RectorRocks wrote:
First chamber of my Testing for Fun single-player mappack. 95% completed.
...
What do you guys think? All feedbacks appreciated! :smile:

Hmmm... a bit too PTIish smell maybe? Don't get me wrong, it's looking fine, but I might be missing a more genuine touch like in the introduction to your mappack :thumbup:

Also, I think the puzzles are too overwhelming for the size of the chambers!

  • Overall, pics 2 and 3... I think there's too much going on in there! Am I counting 7 buttons, the dropper and the funnel in 640x512 units (well, one floor button is out of that space in the corridor...)?

  • Pic no. 4 looks an interesting puzzle to me though.

  • That chamber in pics 6-7-8 looks great :wink:

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RectorRocks
522 Posts
Posted Feb 12, 2013
Replied 46 minutes later

josepezdj wrote:
Hmmm... a bit too PTIish smell maybe? Don't get me wrong, it's looking fine, but I might be missing a more genuine touch like in the introduction to your mappack :thumbup:

Also, I think the puzzles are too overwhelming for the size of the chambers!

  • Overall, pics 2 and 3... I think there's too much going on in there! Am I counting 7 buttons, the dropper and the funnel in 640x512 units (well, one floor button is out of that space in the corridor...)?

  • Pic no. 4 looks an interesting puzzle to me though.

  • That chamber in pics 6-7-8 looks great :wink:

Heh, thanks! I knew someone would eventually say that! I'm guessing that you think its PTIish because of the lift platforms, 128x128 textures, and the light strips right? :razz:
Well, I did designed the second chamber in PTI, to test out if my puzzles are solvable. Turns out they are, so I re-made the chamber in Hammer. However, I'm way too lazy to make a new lift platform, so I copied the lift platform instance from my PTI map to the Hammer map. As for the light strips, I just put them randomly :razz:
Actually I do place some things that PTI can't, like multiple 256x128 observation rooms and warm lights, so people won't think that its a PTI/PTI-exported map. :smile:

Haha! I try not to make the player walk so much, thats why the chamber is so tiny. Besides, I slowed the funnel to -200 Linear Force ^^

Pic 4 is a small & easy "Fizzler-Network" puzzle :wink:

Thanks! :smile:

Thanks for your feedback! Much appreciated! :biggrin:
Would you like to playtest my map? :razz:

CamBen: Maybe because I'm using cool lights, will switch it to neutral lights :wink:
Thanks for the feedback! :biggrin:

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josepezdj
2,386 Posts
Posted Feb 12, 2013
Replied 4 minutes later

RectorRocks wrote:
Would you like to playtest my map? :razz:

Sure, just pm me :thumbup:

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DaMaGepy
361 Posts
Posted Feb 16, 2013
Replied 4 days later

Updated the screenshot of my training map:

http://heroes.hardwired.hu/-/portal/dmg4hd.jpg

If at the end of the map the player deides to not use the exit elevator (which is the same as the entrance elevator), there will be an optional quest to escape and find the secret test and bts area outside. The 9 normal test will be indoor chambers.
Since its a big (but easy) map, I'll need some tester, mainly for exploits and to check difficulty. :smile: