The ThinkingWithPortals Map Showcasing Thread

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srs bsnss
552 Posts
Posted Apr 06, 2013
Replied 57 minutes later

reepblue wrote:
Thanks guys!

It is apart of my Beta Pack which I'll hopefully release. :smile:

Can't wait to play it :biggrin: will you release the skins etc. along with it?

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reepblue
894 Posts
Posted Apr 06, 2013
Replied 12 hours later
Yeah, there is also a vscript that swaps the Portal 2 Button with the one from Portal 1.

I may also release the entire "DLC" folder. I made a few overrides with a vpk, made the gel colors a more generic color, (Still Blue and Orange), Portal 1 viewmodel, added the wirl particles back, and other things.

Here is more

img

img

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Idolon
417 Posts
Posted Apr 06, 2013
Replied 4 hours later
img
Got cave walls in, it looks a lot better now.
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iWork925
1,080 Posts
Posted Apr 07, 2013
Replied 3 hours later
:notworthy:
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Lamarr
73 Posts
Posted Apr 07, 2013
Replied 2 hours later

Idolon wrote:
img
Got cave walls in, it looks a lot better now.

This looks fantastic!Might add some more support though to that concrete above with some truss models around it.

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FireFusorf
57 Posts
Posted Apr 07, 2013
Replied 1 hour later
Amazing work Idolon ! :smile: But the fog color seems a little bright for a cave, no ?

@Reepblue : I love the "E3" portalgun model, I hope you will make a tutorial on how to get it :smile:

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josepezdj
2,386 Posts
Posted Apr 07, 2013
Replied 45 minutes later

FireFusorf wrote:
@Reepblue : I love the "E3" portalgun model, I hope you will make a tutorial on how to get it :smile:

Well, there are some ways, if you have the model textutes.... Sicklebrick wrote a tutorial here :wink:

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Sejievan
232 Posts
Posted Apr 07, 2013
Replied 5 hours later

Idolon wrote:
img
Got cave walls in, it looks a lot better now.

Yeah =), can't wait for play it.. :thumbup:

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Caden
174 Posts
Posted Apr 13, 2013
Replied 5 days later
Chamber 00

Improvements? Should I stick with the glass frame I'm using? How can I make the env_projectedtexture look better? Should I add more props in the wake-up chamber? What could I do to just improve it in general?

Chamber 01

What about this? Should I ditch the Portal 1 styled entryway? Am I making the pistons right? Does the grating look good there? How about the lighting, should I reposition the env_projectedtexture or adjust the position of a few light strips?

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srs bsnss
552 Posts
Posted Apr 13, 2013
Replied 19 minutes later

Caden wrote:
Chamber 00

Improvements? Should I stick with the glass frame I'm using? How can I make the env_projectedtexture look better? Should I add more props in the wake-up chamber? What could I do to just improve it in general?

Generally, it looks pretty good, although you may want to change the FOV and light colour for the env_projectedtexture. The light colors I usually use for observation rooms, BTS lighting, etc are:

165 196 211 500 (darker colour)
or
198 226 255 200 (lighter colour)

Keep experimenting with the FOV until you get rid of the soft edges. I like to measure it by making sure the light "cone" hits geometry surrounding it. For example, in the observation rooms, I set the FOV so that it's wider than the window opening (that's about 125).

Caden wrote:
Chamber 01

What about this? Should I ditch the Portal 1 styled entryway? Am I making the pistons right? Does the grating look good there? How about the lighting, should I reposition the env_projectedtexture or adjust the position of a few light strips?

The P1 entry looks fine, although the top bit looks a bit squished.I don't remember what it was in the original game, though, so I might be wrong.

Lighting is good, though once again, you might like to play around with the FarZ.

Pistons look great there :thumbup: But in regards to the grating, it sorta looks a bit too...solid? Maybe move it back 8 units or so, and put a squarebeam texture underneath it. Though you can't do that on the underside of the platform part, so that may not work.

But overall, looking good :biggrin:

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Caden
174 Posts
Posted Apr 13, 2013
Replied 55 minutes later
Does this look good?

Chamber 00

Chamber 01

Chamber 01

What could I do to improve?

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BenVlodgi
633 Posts
Posted Apr 13, 2013
Replied 14 minutes later

Caden wrote:
Does this look good?

Chamber 00

Chamber 01

Chamber 01

What could I do to improve?

Seems too bright
also grates generally go under panels, not to the side of them

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Caden
174 Posts
Posted Apr 13, 2013
Replied 5 minutes later

BenVlodgi wrote:
Seems too bright
also grates generally go under panels, not to the side of them

So lower the brightness of the projectedtextures and delete the grate in front of the pistons?

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FelixGriffin
2,680 Posts
Posted Apr 13, 2013
Replied 1 hour later

Caden wrote:
Does this look good?

Chamber 00

Chamber 01

Chamber 01

What could I do to improve?

Nice projtexes! I'd recommend a frame around the grate in front of the pistons or just no grate there, though.

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srs bsnss
552 Posts
Posted Apr 14, 2013
Replied 16 hours later

Caden wrote:
Does this look good?

Chamber 00

Chamber 01

Chamber 01

What could I do to improve?

Looking good :smile: Maybe lower the brightness a little for Chamber 1 (if you used the values I gave you, they're more suited for big(ger) rooms).

In regards to the grating, looking back on it, I think they left the pistons exposed and put grating recessed into the floor, and not parallel to the walls. My mistake.

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Lpfreaky90
2,842 Posts
Posted Apr 14, 2013
Replied 1 hour later

Caden wrote:
BenVlodgi wrote:

Seems too bright
also grates generally go under panels, not to the side of them

So lower the brightness of the projectedtextures and delete the grate in front of the pistons?

I would move the grating about 32 units lower than the floor and make it horizontal.
Personally I'm also still a fan of the orange lighting of the pistons but that's up to you :wink:

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Idolon
417 Posts
Posted Apr 14, 2013
Replied 15 hours later
img
img
Coming soon.
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reepblue
894 Posts
Posted Apr 15, 2013
Replied 4 hours later

Idolon wrote:
Some pictures
Coming soon.

I smell a new spotlight. The map looks Wicked!

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srs bsnss
552 Posts
Posted Apr 15, 2013
Replied 1 hour later

Idolon wrote:
vestibule pics
Coming soon.

Hot-diggity-dog, lookin' very nice! :lol: :thumbup:

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MasterLagger
1,695 Posts
Posted Apr 16, 2013
Replied 1 day later
Well, I said I'd post more pictures of my current map when it was a little more polished. So here's the first part of the map:
Linked Tests
|| 2013-04-16_00002.jpg

2013-04-16_00001.jpg

||
The second part is still taking a while to make, so it'll still be a while until the map's released.

Images 2
Post image 1
Post image 2