The ThinkingWithPortals Map Showcasing Thread

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FelixGriffin
2,680 Posts
Posted May 05, 2013
Replied 26 minutes later
Maybe fill in a bit of that big open space, unless it's needed for the puzzle?
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BlackWolfe
55 Posts
Posted May 05, 2013
Replied 28 minutes later

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.

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ChickenMobile
2,460 Posts
Posted May 06, 2013
Replied 10 hours later
Avoid rectangle or square test chambers!
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LoneWolf2056
193 Posts
Posted May 20, 2013
Replied 14 days later
WIP pics of the new map im working on, panels are killing me :notwant:

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Testing out some panel animations, never done the reconstructing style before :lol:
http://www.youtube.com/watch?v=DI4FSjA9iaw

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josepezdj
2,386 Posts
Posted May 21, 2013
Replied 6 hours later
@LoneWolf2056: Awesome job, my friend! :notworthy: Impressive detailing and very nice job with those reconstructing panels :thumbup: You are the master of destruction! :biggrin:
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srs bsnss
552 Posts
Posted May 21, 2013
Replied 9 hours later

LoneWolf2056 wrote:
WIP pics of the new map im working on, panels are killing me :notwant:

Hot damn, those panels are looking lovely :thumbup: :biggrin:

Panels are great for the reconstructing style because they really make the chamber feel alive, you know? :lol: There's nothing better than walking into a chamber and watching it build itself right in front of your eyes :biggrin: The only problem is they're ... uncomfortable ... to set up.

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PortalCombat
306 Posts
Posted May 22, 2013
Replied 1 day later
[COOP][PTI] Better Think Twice - Brainteaser - v1.2

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This map was created with PTI only, but I modded some of the instances with Hammer Editor.
The map also prevents 3 known glitches of portal 2 maps.
(cube under fizzler, cube trough grate, and 2 portals on one wall by ignoring placement helper)

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srs bsnss
552 Posts
Posted May 23, 2013
Replied 6 hours later
Looking good :thumbup: that sure is a lot of buttons!
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portal2tenacious
393 Posts
Posted May 23, 2013
Replied 2 hours later

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

http://steamcommunity.com/sharedfiles/f ... =146919779

http://steamcommunity.com/sharedfiles/f ... =146919762

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ChickenMobile
2,460 Posts
Posted May 23, 2013
Replied 1 hour later

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.

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josepezdj
2,386 Posts
Posted May 23, 2013
Replied 1 hour later
@portal2tenacious:

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 :thumbup: 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 :wink: 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 :wink: 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 :biggrin:

Pic 5: THAT is the water I mean above! :thumbup: Only complaint here is again the overall lighting/fog

Pic 6: Looking good but, lighting again... :biggrin:

Pic 7: Looking good :thumbup:

Pic 8: This looks amazing! :thumbup: 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? :biggrin: Seriously, everything looks awesome so far, but you need to improve the lighting over all. Cheer up! :thumbup:

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portal2tenacious
393 Posts
Posted May 23, 2013
Replied 4 hours later
@ChickenMobile: The shadow is coming from the ceiling, I just have a very wide fov from the env_projected_texture. I'm just about to fix that.

@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.

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tile
380 Posts
Posted May 25, 2013
Replied 1 day later
it's not much,but it's an interesting new style. this is the first room (the "wake up" room, as i would name it) in my new mod/map pack iris. it's not going to have a moddb page yet, but what do you all think? It's not a destroyed theme btw, it's actually supposed to be that the plants are supposed to grow there, like a green house kind of, and the facility is still in perfect working condition.

EDIT: :postpics: almost forgot lol. here:

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and, also, this is a pic of [SP] Project: basement. you can download the VMF here: [SP] Project: basement
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LoneWolf2056
193 Posts
Posted May 25, 2013
Replied 2 hours later
Looks really cool :thumbup: But if its not destroyed theme, why have you used the broken version of the tiles?
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FelixGriffin
2,680 Posts
Posted May 25, 2013
Replied 20 minutes later

LoneWolf2056 wrote:
Looks really cool :thumbup: But 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.

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tile
380 Posts
Posted May 25, 2013
Replied 5 hours later

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 cool :thumbup: But 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. :smile:

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FelixGriffin
2,680 Posts
Posted May 25, 2013
Replied 1 hour later

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.

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tile
380 Posts
Posted May 25, 2013
Replied 27 minutes later

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?

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FelixGriffin
2,680 Posts
Posted May 25, 2013
Replied 2 hours later
Really? I thought I had included some in materials/skybox for use with the Skybox Wall item...

Felix Griffin's Editor Mod (FGEMOD)

&

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tile
380 Posts
Posted May 26, 2013
Replied 20 hours later

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...