The ThinkingWithPortals Map Showcasing Thread
yishbarr wrote:
It seems much harder to customize maps in Portal 2 than in Portal 1, does anyone notice that?
Yes i notice, Except when you build clean Glados maps ^^
pics



I hope to finish it, and hopefully within reasonable time too.
Ideas are flowing once again, feels great! ^^
@TheTobbell: Wow man, risky! I think overall that you are betting for a personal visual style, which it's always interesting. Same as yishbarr, I also think that ceiling doesn't match too much with the rest of the scene, maybe a whitish or grey concrete texture could fit better there
Cheer up!
josepezdj wrote:
@TheTobbell: Wow man, risky! I think overall that you are betting for a personal visual style, which it's always interesting. Same as yishbarr, I also think that ceiling doesn't match too much with the rest of the scene, maybe a whitish or grey concrete texture could fit better thereCheer up!
Thanks!
Yes i will choose another texture, ^^
TheTobbell wrote:
josepezdj wrote:@TheTobbell: Wow man, risky! I think overall that you are betting for a personal visual style, which it's always interesting. Same as yishbarr, I also think that ceiling doesn't match too much with the rest of the scene, maybe a whitish or grey concrete texture could fit better there
Cheer up!
Thanks!
Yes i will choose another texture, ^^
Now it looks more realistic sort of.
That pillar is unrealistically thick; from what I see it's 128 units in diameter.
To give you an idea how big that is; the dev textures give 64 units as a default corridor width.
That means that the pillar is twice de width of a normal corridor. That's insanely wide.
Making it half or even a fourth of that would be lot more realistic.
Then there is the computer model flipped upside down stuck half in to the floor... What were you doing?
Then there is the broken ceiling. There's a lot of stuff laying on the floor; which would indicate it fell down. However; you can still see ceiling texture; there would be no way that could've fallen down.
Those are my major issues with it right now
You might want to look in to it 
Lpfreaky90 wrote:
TheTobbell wrote:That pillar is unrealistically thick; from what I see it's 128 units in diameter.
To give you an idea how big that is; the dev textures give 64 units as a default corridor width.
That means that the pillar is twice de width of a normal corridor. That's insanely wide.
Making it half or even a fourth of that would be lot more realistic.
The room is a little bit larger, i had a smaller pillar, but this doesnt loocked good (Or this picture looks better that the old with the smaller one) And behind the pillar (not on Picture) is a Cave johnson portrait that doesnt fit on the smaller pillar.
(But thanks anyway^^)
Lpfreaky90 wrote:
Then there is the computer model flipped upside down stuck half in to the floor... What were you doing?
Sry, but which Model do you mean? I dont see any Model that stucks in the floor.. (Or do you mean the printer who is 2 units in the floor?)
Lpfreaky90 wrote:
Then there is the broken ceiling. There's a lot of stuff laying on the floor; which would indicate it fell down. However; you can still see ceiling texture; there would be no way that could've fallen down.
This "a lot of stuff" comes from the ceiling where is a hole with panels you see? This metalplates and stuff are fallen down through the hole at the ceiling,
Lpfreaky90 wrote:
Those are my major issues with it right nowYou might want to look in to it
Yes thanks for that and your feedback!
(I really need some feedback of this room ^^) But i want to know exactly what you mean with the issues ^^
Quote:
The room is a little bit larger, i had a smaller pillar, but this doesnt loocked good (Or this picture looks better that the old with the smaller one) And behind the pillar (not on Picture) is a Cave johnson portrait that doesnt fit on the smaller pillar.
(But thanks anyway^^)
When is the last time you saw a painting on a pillar? There might be some painted pillars but paintings on pillars?
Quote:
Sry, but which Model do you mean? I dont see any Model that stucks in the floor.. (Or do you mean the printer who is 2 units in the floor?)

Quote:
This "a lot of stuff" comes from the ceiling where is a hole with panels you see? This metalplates and stuff are fallen down through the hole at the ceiling
The problem with the hole in the ceiling that it's filled up with a plastic texture; you can see that, you can't see where the items supposedly came from 
Lpfreaky90 wrote:
When is the last time you saw a painting on a pillar? There might be some painted pillars but paintings on pillars?
Maybe the player never saw a painting on pillars in portal? xD
Lpfreaky90 wrote:
Oh Thanks didnt saw that! 
Quote:
This "a lot of stuff" comes from the ceiling where is a hole with panels you see? This metalplates and stuff are fallen down through the hole at the ceilingQuote:
The problem with the hole in the ceiling that it's filled up with a plastic texture; you can see that, you can't see where the items supposedly came from
Hmm okay, when i will choose another model 
It's based off of the idea of not using any "primary" elements. No blue gel, pushing funnels, or light bridges. (I really don't know why no light bridges) I did this to challenge me for the puzzle part.
Aesthetics-wise, I went for a art therapy-ish look.
Things I need to work on for this chamber:
-Lighting
-Finish detailing the walls and floors
-Finish small detail I'm too lazy to do right now
Any compliments, questions, or criticism for the chamber or idea?
I also would like if I got some beta-testers and possibly map-makers to help with the series.
Portal Master wrote:
Here are some pictures of a WIP chamber a series of maps I'm making:It's based off of the idea of not using any "primary" elements. No blue gel, pushing funnels, or light bridges. (I really don't know why no light bridges) I did this to challenge me for the puzzle part.
Aesthetics-wise, I went for a art therapy-ish look.
Things I need to work on for this chamber:
-Lighting
-Finish detailing the walls and floors
-Finish small detail I'm too lazy to do right nowAny compliments, questions, or criticism for the chamber or idea?
I also would like if I got some beta-testers and possibly map-makers to help with the series.
Hey, that looks pretty good!
I've always liked the Art Therapy style (though it's an absolute pain to optimize
) and you seem to have captured it quite well! 
Like you said, the lighting is definitely going to need work, and there are small details which are missing, like sprites on the light fixtures, but I'm assuming you are aware and will get around to them.
I'm also intrigued to see how the puzzle turns out without the use of common elements. Only few people are able to create great puzzles without overloading the chamber, so it should prove to be interesting! If you need any beta-testing, or help with any bits of mapping, just send me a message on Steam: http://steamcommunity.com/id/gentlemanne 
Portal Master wrote:
Here are some pictures of a WIP chamber a series of maps I'm making:
It's based off of the idea of not using any "primary" elements. No blue gel, pushing funnels, or light bridges. (I really don't know why no light bridges) I did this to challenge me for the puzzle part.
Aesthetics-wise, I went for a art therapy-ish look.
Things I need to work on for this chamber:
-Lighting
-Finish detailing the walls and floors
-Finish small detail I'm too lazy to do right nowAny compliments, questions, or criticism for the chamber or idea?
I also would like if I got some beta-testers and possibly map-makers to help with the series.
Very good man =),good that is a WIP, so, make sure to add a litlle texture variation to these walls.
ChickenMobile wrote:
You're welcome to use this animation I made for the elevator video if you want to.
http://chickenmobile.deviantart.com/art ... -346242942
Well, I haven't figured out how to save the swf. It doesn't actually let me. 


