The ThinkingWithPortals Map Showcasing Thread

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Dreey
78 Posts
Posted Apr 23, 2013
Replied 1 hour later

iWork925 wrote:
img

I like it
a lot

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LoneWolf2056
193 Posts
Posted Apr 23, 2013
Replied 18 minutes later

iWork925 wrote:

img

This looks awesome, very detailed :thumbup:

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iWork925
1,080 Posts
Posted Apr 24, 2013
Replied 8 hours later

Sprowl wrote:
Sure, place a table right in front of the door next to the sign that says not to do that. Because f*ck the system :lol: .

Welcome to Aperture.

LoneWolf2056 wrote:
This looks awesome, very detailed :thumbup:

Thanks! Hope you enjoy the mod.

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reepblue
894 Posts
Posted Apr 24, 2013
Replied 10 hours later
img

Click it for bigger view.

My Beta pack is almost ready for shipment.

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Dreey
78 Posts
Posted Apr 24, 2013
Replied 2 hours later

reepblue wrote:
My Beta pack is almost ready for shipment.

Looks familiar! :thumbup:
The acid looks awesome! :surprised:

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Habzs
225 Posts
Posted Apr 25, 2013
Replied 8 hours later

reepblue wrote:
My Beta pack is almost ready for shipment.

Dat toxic texture.

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Lpfreaky90
2,842 Posts
Posted Apr 25, 2013
Replied 20 hours later
A little lift:
http://youtu.be/LIKceQQE6nE
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Gemarakup
1,183 Posts
Posted Apr 26, 2013
Replied 1 hour later
A big env_projected_texture.
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iWork925
1,080 Posts
Posted Apr 26, 2013
Replied 1 hour later
That room was SO much fun to make
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srs bsnss
552 Posts
Posted May 04, 2013
Replied 8 days later
Here are a few screens of one of my co-op maps, complete with 3D skybox. I still need to fix up a couple of things, but for the most part I'm liking how it looks. Thoughts?

click for pics
img
The main chamber
img
Ditto
img
Ditto
img
A better look at the skybox through the roof of the secondary chamber
img
Some of the skybox without the roof in the way
img
The actual skybox area

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RectorRocks
522 Posts
Posted May 04, 2013
Replied 3 minutes later

srs bsnss wrote:
Here are a few screens of one of my co-op maps, complete with 3D skybox. I still need to fix up a couple of things, but for the most part I'm liking how it looks. Thoughts?
[snip]

It looks awesome! :thumbup: Other than the stretched fizzlers.

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srs bsnss
552 Posts
Posted May 04, 2013
Replied 13 minutes later

RectorRocks wrote:
It looks awesome! :thumbup: Other than the stretched fizzlers.

Stretched fizzlers? Where? The laser field looks a bit odd, I'll admit, but I can't see anything with the fizzlers.

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RectorRocks
522 Posts
Posted May 04, 2013
Replied 12 minutes later

srs bsnss wrote:
RectorRocks wrote:

It looks awesome! :thumbup: Other than the stretched fizzlers.

Stretched fizzlers? Where? The laser field looks a bit odd, I'll admit, but I can't see anything with the fizzlers.

The fizzler's "emitter light" is stretched in the first and second picture. Did you just Fit effects/fizzler for the fizzler field?

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srs bsnss
552 Posts
Posted May 04, 2013
Replied 14 minutes later

RectorRocks wrote:
srs bsnss wrote:

RectorRocks wrote:

It looks awesome! :thumbup: Other than the stretched fizzlers.

Stretched fizzlers? Where? The laser field looks a bit odd, I'll admit, but I can't see anything with the fizzlers.

The fizzler's "emitter light" is stretched in the first and second picture. Did you just Fit effects/fizzler for the fizzler field?

I split it up into 3 brushes: the left brush (64 units) the right brush (64 units) and the center brush (total width - 128 units). Those 3 use "fizzler_l", "fizzler_r" and "fizzler_center" respectively. The left and right brushes were justified to their respective sides using the texture alignment tool, and the texture scale was changed to 0.125, a la VDC. I think the texture scale could be blamed for why it looks like that.

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RectorRocks
522 Posts
Posted May 04, 2013
Replied 6 minutes later

srs bsnss wrote:
I split it up into 3 brushes: the left brush (64 units) the right brush (64 units) and the center brush (total width - 128 units). Those 3 use "fizzler_l", "fizzler_r" and "fizzler_center" respectively. The left and right brushes were justified to their respective sides using the texture alignment tool, and the texture scale was changed to 0.125, a la VDC. I think the texture scale could be blamed for why it looks like that.

Ah, I see. No wonder it looks stretched. I thought fizzler_l & fizzler_r was supposed to be 0.25? For proper fizzlers.

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srs bsnss
552 Posts
Posted May 04, 2013
Replied 51 minutes later

RectorRocks wrote:
srs bsnss wrote:

I split it up into 3 brushes: the left brush (64 units) the right brush (64 units) and the center brush (total width - 128 units). Those 3 use "fizzler_l", "fizzler_r" and "fizzler_center" respectively. The left and right brushes were justified to their respective sides using the texture alignment tool, and the texture scale was changed to 0.125, a la VDC. I think the texture scale could be blamed for why it looks like that.

Ah, I see. No wonder it looks stretched. I thought fizzler_l & fizzler_r was supposed to be 0.25? For proper fizzlers.

I looked into some decompiled Valve maps, and they use 0.06 for the Y-axis and 0.13 for the X-axis on the sides and varying values for the center. So I think what Valve do is fit the textures separately to each face.

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Lpfreaky90
2,842 Posts
Posted May 04, 2013
Replied 9 hours later

srs bsnss wrote:
RectorRocks wrote:

srs bsnss wrote:

I split it up into 3 brushes: the left brush (64 units) the right brush (64 units) and the center brush (total width - 128 units). Those 3 use "fizzler_l", "fizzler_r" and "fizzler_center" respectively. The left and right brushes were justified to their respective sides using the texture alignment tool, and the texture scale was changed to 0.125, a la VDC. I think the texture scale could be blamed for why it looks like that.

Ah, I see. No wonder it looks stretched. I thought fizzler_l & fizzler_r was supposed to be 0.25? For proper fizzlers.

I looked into some decompiled Valve maps, and they use 0.06 for the Y-axis and 0.13 for the X-axis on the sides and varying values for the center. So I think what Valve do is fit the textures separately to each face.

cut off 64 units on each side; put the left and right accordingly and the center in the center then fit 'em all!

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Gemarakup
1,183 Posts
Posted May 05, 2013
Replied 6 hours later
Is the fog from the global ents?
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srs bsnss
552 Posts
Posted May 05, 2013
Replied 2 hours later

yishbarr wrote:
Is the fog from the global ents?

Nope. For this map pack, instead of messing around with fog controllers and tweaking the global ents so that the fog wasn't too thick or thin, I designed a custom 'global_ents.vmf' that has different settings for each map.

This one is called "environment_bridge". The fog colour is "9 87 206", the Start is 500 and the End is 4000.

The 3D skybox uses something a little different though: the colour is "0 64 128", the Start is 200 and the End is 4000

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wrathofmobius
216 Posts
Posted May 05, 2013
Replied 16 hours later
img

Not quite happy with this one yet... any suggestions? (other than making it a bit less bright)