The ThinkingWithPortals Map Showcasing Thread
http://cloud-2.steampowered.com/ugc/597015926009007217/F1A0AC903AC423E5110FF8220F85B418E57F129F/
http://cloud-2.steampowered.com/ugc/597015926009011593/3ACF84F46DDB03FAED387876F11D0C39D1E3F5EF/
http://cloud-2.steampowered.com/ugc/597015926009015282/DE004A17789382EA417F03BD718A4186A2459653/
http://steamcommunity.com/sharedfiles/filedetails/?id=182601245
That orange thing looks like one of Fourthreaper's fields. Which one was orange--was that the func_clip_vphysics one or the player clip one?
FelixGriffin wrote:
Ooh, a skybox. Intriguing!That orange thing looks like one of Fourthreaper's fields. Which one was orange--was that the func_clip_vphysics one or the player clip one?
I remember that the orange field blocks everything, purple field blocks the player, um...yellow field blocks portals but doesn't fizzle them...? And the green field is a world portal of course.
@yishbarr: Looks nice, and I like the skybox. But I sort of think you should use a different texture for the floor, looks a little dirty.
@Dr.Toaster Waffles, I think it looks pretty normal, as it's the floor that I think is used in PTI.
yishbarr wrote:
The orange fizzler is a both a vphysics and a player block, but it doesn't block portals.
@Dr.Toaster Waffles, I think it looks pretty normal, as it's the floor that I think is used in PTI.
Like...a light bridge? 
FelixGriffin wrote:
yishbarr wrote:The orange fizzler is a both a vphysics and a player block, but it doesn't block portals.
@Dr.Toaster Waffles, I think it looks pretty normal, as it's the floor that I think is used in PTI.Like...a light bridge?
Well, really, you could go one further and say it's grating.
But prettier.
yishbarr wrote:
It still has some visual glitches and I haven't added a 3D skybox yet, but I thought I should share it anyways.
http://steamcommunity.com/sharedfiles/filedetails/?id=182601245
That looks really nice man =D
yishbarr wrote:
Thanks. Do you feel like when you're almost finished a map, you're not sure if you should publish it yet, anyone?
Hehe... this is a good question. I'll tell you how that is to me. Basicly, I'm not happy with any of my maps EVER
I always think there is some more detailing that could be done and parts that could be improved, effects that could be added, more animations all around to make the map more "alive", maybe 1 easter egg area, or even more of them, even more optimisation at certain areas where you check there's a fps drop, and so on... And on the other hand, you can always send to more people to test before releasing... Sooo... I think there is a line that everyone has inside himself that determine when a map reaches what you think it's the minimum self requirements to release the map, and you know that you just can't release it if the map cannot reach that line. To me that personal line is dynamic, and when I'm developing a new map and imagining new things I want to achieve in the source engine and learning new stuffs, that lines slowly moves higher and higher, and that's why I tend to be more perfectionist each time, because that damn line is dynamic!
I think that everyone should revise his line every once in a while and maybe move it a little each time to improve his skills 
yishbarr wrote:
It still has some visual glitches and I haven't added a 3D skybox yet, but I thought I should share it anyways.
http://steamcommunity.com/sharedfiles/filedetails/?id=182601245
Looks Good
But maybe you add some background "testchambers", like in BTW. Because most of the custom maps with an free sky, allways looks so empty. Mostly it looks like that the chamber is in Nowhere ^^
yishbarr wrote:
It still has some visual glitches and I haven't added a 3D skybox yet, but I thought I should share it anyways.
http://steamcommunity.com/sharedfiles/filedetails/?id=182601245
Oh, I missed that screenie
... Looks very good.
Hehe... I can recognize that button frame
glad you liked!
some feedback
||- Try to add random tiles to the squarebeam models since that way they don't look to realistic, but sort of separated from the rest of walls and ceilings.
- You need an areaportal at the exit door that stay closed whenever the testchamber door is not open, because you can see the exit elevator floating up there and some brushes through the skybox, this is because they're being rendered, therefore you can hide them using a closed areaportal in the exit door, just 1 unit thick one right in the middle of the door from side to side; don't forge to open it some secs before you open the testchamber door and viceversa (close it some secs after you open the testchamber door) so the player never see the areaportal closed
||
