The ThinkingWithPortals Map Showcasing Thread
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! 
Coop map I am currently making, there might be lighting bugs since I used fast RAD and no cubemaps.
My favourite is the last one with all those missing tiles that let you see the rusty texture and the dirty overlays. Amazing.
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:
Specially the outdoor area looks very impressive
I would try and mess around with the lighting a bit more though 
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
Screenshots:

Test Chamber Sign of Test Chamber 01

An overview of the first chamber

Ditto

Ditto

Hallway between the first chamber and the second chamber

An overview of the second chamber

Ditto

Ditto

Ditto

Ditto

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

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![]()
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
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? 
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 
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. 
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 
Thanks! 
Thanks for your feedback! Much appreciated! 
Would you like to playtest my map? 
CamBen: Maybe because I'm using cool lights, will switch it to neutral lights 
Thanks for the feedback! 
RectorRocks wrote:
Would you like to playtest my map?
Sure, just pm me ![]()
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. 






