The ThinkingWithPortals Map Showcasing Thread
PedroDeak wrote:
No (although I have plans of making a SOT map, but I'll work on it on the future, when school is over) I've just used the decal actually, with an arrow pointing to a door next to it, like an entrace. This area works like a access to different Aperture areas, but the test is normal.Speaking of SOT, I've played it and congratulations! You did an excellent work, the sky really got me, it looks awesome! Same for the tests!
Thanks!
reepblue wrote:
Doing it again.
Totally loving it!
Release date, please? 
yishbarr wrote:
Also, is that P1 or P2? According to the Excursion funnel, I think it's P2. And what is that "2" cube?
Perhaps a tentative BP2 logo?
FelixGriffin wrote:
yishbarr wrote:Also, is that P1 or P2? According to the Excursion funnel, I think it's P2. And what is that "2" cube?
Perhaps a tentative BP2 logo?
Maybe. It used to be a reskinned cube, but now it's a new model.
josepezdj wrote:
Totally loving it!Release date, please?
Thanks. I'll release it when the time is right. Working on seeing what I can re-add from the original/the squeal without making the packed bsp too big.
FelixGriffin wrote:
yishbarr wrote:Also, is that P1 or P2? According to the Excursion funnel, I think it's P2. And what is that "2" cube?
Perhaps a tentative BP2 logo?
It's Portal 2 because Source v24 (Source 2013) is ### HELL to develop with. Broken tools, buildcubemaps broke and all that work to make a mappack/series for a game not many play anymore is stupid. It's easier to lightly port what you need, although you are still limited because of the vpk1 system, and no addon support.
SNIPA (The guy who did the ECHO and The Black Market Business pack for TF2) made those cubes around a year ago because we were gonna do a "new" Blue Portals but the question of "why" without a valid answer kept coming up. The cube models have been fixed, and re-compiled for Portal 2. As for the 2, well it had to do something with the "new" BP a while back. I hope to reskin it before any release.
I am only posting 1 preview picture 
It is still work in progress 
LuckyRJ wrote:
Here is my next coop map,I am only posting 1 preview picture
It is still work in progress
looks very interesting!
Skotty wrote:
Those broken walls are far too thick. They should be only 8 or 16 units, since it's supported by steel beams.
Thanks for the feedback Skotty, but i think i am very happy with them being 32 thickness,
When you actually play the map (if you play it) - you will actually see they look very awesome and work well.
Any comment on the actual design though, i would appreciate it if you can say it is looking nice or not nice??
Thanks
DaMaGepy wrote:
I agree with Skotty. Plus if they are metal walls, they don't break like that (only maybe if they are concrete), and even if they concrete, there should be some vertical leftovers between blocks (stair-like breaks) to be more realistic.
Ok i done the wall thickness to 16, i actually agree that they do look better, but i tried 8 thickness and they looked well to thin, so 16 is perfect.
attached screenshot 
Thanks for the feedback
yishbarr wrote:
This looks much better than your other map. Just make the panels 2 units thick, not 32.
Yes, I know, lol. It's a huge improvement from that map because I've learned so much in Hammer since then.
Also: yeah, I know the panels are a bit thick, that will be fixed, but the full map takes twenty minutes to compile and really taxes my computer, so in the final version...
Dr.Toaster Waffles wrote:
yishbarr wrote:This looks much better than your other map. Just make the panels 2 units thick, not 32.
Yes, I know, lol. It's a huge improvement from that map because I've learned so much in Hammer since then.
Also: yeah, I know the panels are a bit thick, that will be fixed, but the full map takes twenty minutes to compile and really taxes my computer, so in the final version...
20 minutes seems way too long. with some optimization it should be a lot faster!
As for the pannels; I generally stick with 8 units thickens, since thinner creates problems with portals.
I would improve a bit on the lighting too, the second picture seems very very dark. Other than that I'm looking forward to this map! 
yishbarr wrote:
This looks much better than your other map. Just make the panels 2 units thick, not 32.
Actually, all panels should not be any less than 4 units thick, better 8 units 
@Dr.Toaster Waffles: Awesome selection, mate! 2 of my favourite Mev's puzzles
(although I think I literally love ALL of them!
). Overall, it doesn't look bad, although i'd suggest the following:
||1. Lighting: this needs much improvement to my taste overall. The picture for the BTS area looks too homogenic or bland, also I hope that you make a good destruction on the ceiling to justify that elevator there 
-
The first room for Compartment is a bit too dark, and I'd suggest an open ceiling letting a bit more light in, and that block on top of the entry door looks a bit odd. The pit looks great so far
-
The second room for Compartment could be improved a bit too. I think there's too much destruction in one side while the other is too clean? I'd suggest you to scale the grate a bit too, in order to let a clearer view of the other side (I use to ddo this a lot in my maps), looks too dirty and ugly...||
Cheer up! and good luck with the remake!
EDIT
Haha, Lp, lol... same points than me 
@josepezdj: As for lighting, this definitely is a thing I usually struggle with a bit. I actually started to redo the lighting in the BTS area already because it looks a bit bright and boring. And don't worry, you can't see it in the picture but I do have a gaping hole where the elevator crashed through. 
I also agree completely that the first room is too dark. That will be fixed.
I'll also try to balance out the destruction in the next room. And by the way, that weird block "on top" of the entry door is actually a Wheatley monitor hanging there from the ceiling. That was one of the things Mevious told me to remove because it looked a little strange, so that won't be there in the final version.
@Lpfreaky90: Well, I have all of my details func_detailed and my non-visible brush faces nodrawed. That's about as much as I understand about optimization. I can hint in a very rudimentary fashion if it's a very small sort of square room, but I don't have a clue how to do it in a map like this...and I guess I could use areaportals.