The ThinkingWithPortals Map Showcasing Thread
wrathofmobius wrote:
Not quite happy with this one yet... any suggestions? (other than making it a bit less bright)
It's a weird mix of a clean, shiny, new looking test chamber with a broken ceiling. Perhaps change the portalable materials out for something grungier looking, or dirty them up with overlays or something?
Barely even tangentially related YouTube video
http://www.youtube.com/watch?v=4DpZwRfwryg
I also agree with Felix, that large open empy area is kind of begging to be filled with something.
Testing out some panel animations, never done the reconstructing style before
http://www.youtube.com/watch?v=DI4FSjA9iaw
Impressive detailing and very nice job with those reconstructing panels
LoneWolf2056 wrote:
WIP pics of the new map im working on, panels are killing me![]()
Hot damn, those panels are looking lovely

Panels are great for the reconstructing style because they really make the chamber feel alive, you know?
There's nothing better than walking into a chamber and watching it build itself right in front of your eyes
The only problem is they're ... uncomfortable ... to set up.
Getting closer. Still would love feedback
http://steamcommunity.com/sharedfiles/f ... =146919887
http://steamcommunity.com/sharedfiles/f ... =146919878
http://steamcommunity.com/sharedfiles/f ... =146919865
http://steamcommunity.com/sharedfiles/f ... =146919851
http://steamcommunity.com/sharedfiles/f ... =146919818
http://steamcommunity.com/sharedfiles/f ... =146919797
http://steamcommunity.com/sharedfiles/f ... =146919789
portal2tenacious wrote:
Getting closer. Still would love feedback
...imgs...
Loving the look of your map - looks convincing for destroyed theme! However I don't think there is enough contrast in the amount of dark and light places in your map. It looks a bit unrealistic. Lower your minimum light level!
Also in this pic: screenie I am confused that the sharp shadows are coming from a different source than the perfectly sunny day above.
If you haven't done a full lighting compile with HDR yet, do so! Perhaps my comments are irrelevant.
Pic 1: Add some cables to those tiles "in the air" to give realism to their hung out. Move a bit those vines too to make them look like they're actually coming from the above part of the ceiling. Add more squarebeams in the middle way up to the env_projectedtexture so that they got spotted on the floor too
And finally, I think the lighting is too much spreaded, it gives the room a too homogenic light (a little too closed to a mat_fullbright)... maybe reducing the projectedtexture FOV a little, or maybe reducing the number of the rest light entities around
OOOR maybe trying a much more subtle fog.
Pic 2: Again, the lighting, man. Same problem as above.
Pic 3: Same as pic 1. About that goo, I'd suggest you to change the material: that toxicslime is intended for deeper ponds
Try water_glados_01.vmt or water_glados_01_cheap.vmt.
Pic 4: Same about lighting than in previous pictures. Same about that goo... Rest is fine. Only tiny final detail is that you should divide the fizzlers in 3 parts in order to avoid the edges from stretching 
Pic 5: THAT is the water I mean above!
Only complaint here is again the overall lighting/fog
Pic 6: Looking good but, lighting again... 
Pic 7: Looking good
Pic 8: This looks amazing!
But maybe you should lower the orange mood of that lighting projected to the glass window, lighter orange or pale yellow looks more realistic outside lights.
Pic 9: Again too much homogeneity in the light/fog. That pool should not be such squarey, and its edges should be a bit destroyed too. The goo is lacking from reflections/cubemaps and looks odd. But the rest is looking very good.
Do you think it was detailed enough?
Seriously, everything looks awesome so far, but you need to improve the lighting over all. Cheer up! ![]()
@Josepezdj: Deleting some lights and adding some fog. Also lowering env_projected_texture fov
I think those were the things that I couldn't find. Thanks for pointing those out for me.
EDIT:
almost forgot lol. here:

and, also, this is a pic of [SP] Project: basement. you can download the VMF here: [SP] Project: basement

LoneWolf2056 wrote:
Looks really coolBut if its not destroyed theme, why have you used the broken version of the tiles?
^This.
Also, the beds look a bit out of place, and too much of the skybox shows. I'd recommend using an actual skybox rather than sky_white.
FelixGriffin wrote:
Also, the beds look a bit out of place, and too much of the skybox shows. I'd recommend using an actual skybox rather than sky_white.
actual skyboxes can be a pain sometimes, because they are always custom made, but you definetely have a point there. a big white hole in the ceiling looks bad. i'll figure out something to fix that. as for the "beds", you're also correct there as well. the wake-up sequence right now is crap anyways due to the beds' akward verticle positioning (it's a camera parented to an invisible robot arm model LOL.) thanks for those suggestions.
LoneWolf2056 wrote:
Looks really coolBut if its not destroyed theme, why have you used the broken version of the tiles?
i thought it looked more like a greenhouse looks. shiny black metal tiles wouldn't fit with vines growing on them. but, hey, you might have a point there. looks this room is gonna be re-designed soon! thanks for the feedback guys, really appreciate it. 
tile wrote:
FelixGriffin wrote:Also, the beds look a bit out of place, and too much of the skybox shows. I'd recommend using an actual skybox rather than sky_white.
actual skyboxes can be a pain sometimes, because they are always custom made, but you definetely have a point there. a big white hole in the ceiling looks bad. i'll figure out something to fix that. as for the "beds", you're also correct there as well. the wake-up sequence right now is crap anyways due to the beds' akward verticle positioning (it's a camera parented to an invisible robot arm model LOL.) thanks for those suggestions.
Look in the FGEMOD, there are several skyboxes from HL2 and GameBanana that have been converted to the Portal 2 format. I think I provided light_environment settings as well.
FelixGriffin wrote:
tile wrote:FelixGriffin wrote:
Also, the beds look a bit out of place, and too much of the skybox shows. I'd recommend using an actual skybox rather than sky_white.
actual skyboxes can be a pain sometimes, because they are always custom made, but you definetely have a point there. a big white hole in the ceiling looks bad. i'll figure out something to fix that. as for the "beds", you're also correct there as well. the wake-up sequence right now is crap anyways due to the beds' akward verticle positioning (it's a camera parented to an invisible robot arm model LOL.) thanks for those suggestions.
Look in the FGEMOD, there are several skyboxes from HL2 and GameBanana that have been converted to the Portal 2 format. I think I provided light_environment settings as well.
i think i got the wrong thread or something, because there arent any in the FGEMOD i downloaded. edit with link plz?
Felix Griffin's Editor Mod (FGEMOD)
&
FelixGriffin wrote:
Really? I thought I had included some in materials/skybox for use with the Skybox Wall item...
nope. there's not a materials\skybox directory there, just the materials\models directory. im making a wild guess, but i'm thinking you made the skybox wall item only use default skys...










