The ThinkingWithPortals Map Showcasing Thread

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User
630 Posts
Posted Apr 10, 2014
Replied 3 hours later

josepezdj wrote:
- pictures -

Awesome pictures! Im really looking forward to play one of your upcoming mods :3

srs bsnss wrote:
- pictures -

Looks really great, the lightning is not bad.
But i would make the walls/chambers more "cuby". It looks a little bit like just a huge room with bts walls, but it doesnt look bad !

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Arachnaphob
412 Posts
Posted Apr 10, 2014
Replied 1 hour later
Nice bts area srs bsnss! The openness looks just right. I also like the walkway suppourts on the pillars. Id say it needs more small ducts running alongside the chambers and vactubes twisting around. Nice job!
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Dafflewoctor
415 Posts
Posted Apr 11, 2014
Replied 1 day later
A fog experiment. It's basically finished, just need to add the logic, cubemaps, etc.
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srs bsnss
552 Posts
Posted Apr 12, 2014
Replied 10 hours later

Dr.Toaster Waffles wrote:
A fog experiment. It's basically finished, just need to add the logic, cubemaps, etc.

Wow, that looks really nice Heh, I'm reminded of one of my own maps

Can't spot a whole lot wrong with it, though I do notice one thing: There's a 'plasticwall' above the wall with the laser emitter on it, do those two walls run completely level/flush with one another? In which case, I think maybe you're better off making the plasticwall above flush with the plasticwall in the pit, and having a gap between that and the chamber wall. But that's just me. It does look good as is, I'm just thinking whether or not Aperture would integrate a chamber's wall into a factory wall like that.

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Dafflewoctor
415 Posts
Posted Apr 12, 2014
Replied 2 hours later

srs bsnss wrote:
There's a 'plasticwall' above the wall with the laser emitter on it, do those two walls run completely level/flush with one another? In which case, I think maybe you're better off making the plasticwall above flush with the plasticwall in the pit, and having a gap between that and the chamber wall. But that's just me. It does look good as is, I'm just thinking whether or not Aperture would integrate a chamber's wall into a factory wall like that.

I can do something about that.

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tile
380 Posts
Posted Apr 14, 2014
Replied 2 days later

http://h2fgamedev.blogspot.com/2014/04/ ... moddb.html

slightly off topic. but take a look.

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Arachnaphob
412 Posts
Posted Apr 14, 2014
Replied 16 minutes later
It's true. It went up quickly, though. I forgot to screenshot, though, but en it happened it was in the top 100 when I checked. Maybe if you look in your stats it will show.

EDIT:
Observe the sudden view peak:

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Lpfreaky90
2,842 Posts
Posted Apr 17, 2014
Replied 3 days later
An update for portal stories:

Check out moddb for more information!

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User
630 Posts
Posted Apr 17, 2014
Replied 36 minutes later
Ahhh I really like it how you placed the container
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srs bsnss
552 Posts
Posted Apr 18, 2014
Replied 7 hours later

Lpfreaky90 wrote:
An update for portal stories:

Check out moddb for more information!

I love it!

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LoneWolf2056
193 Posts
Posted Apr 18, 2014
Replied 13 hours later

srs bsnss wrote:
Lpfreaky90 wrote:

An update for portal stories:

Check out moddb for more information!

I love it!

Thanks, was quite an easy room to detail.

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CamBen
973 Posts
Posted Apr 18, 2014
Replied 3 hours later
Easy to detail maybe, but looks very good.

In other news, a mod called "Thinking With Time Machine" has recently been greenlit and published for free. I've played a bit, it has a very cool concept (duplicating yourself to solve tests), however, it is not very well executed, in my opinion. Certain areas lack sound, the controls can be confusing unti you learn them, and gameplay can be glitchy and easy to trap yourself. Also there are no autosaves.

Focusing on the good bits, however, it introduces a unique playing style never before seen in any game I know of. It has an interesting and new atmosphere, and the chambers are well made to a certain extent.

Check it out on the steam store.

EDIT: your Portal Stories Mel page says "spent" instead of "spend" three times.

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Another Bad Pun
516 Posts
Posted Apr 18, 2014
Replied 2 hours later

Lpfreaky90 wrote:

Those hl2 boxes in the corner are a little jarring for me; even though there's a lamp right above them, they appear to be illuminated without any variation in shadows. In fact, most the room is lit up pretty evenly despite there being lamps on the walls that suggest a narrower light-spread. I'm thinking some shadows on the floor and the walls would make the place look nicer. (Or you could just raise the light sources like in a home depot.) I'm going to assume this was somewhat intended because the objective here is to just to walk to the door, but some contrast would make the room look awesome.

The corner of those metal rafters is floating in mid-air, which might or might not defy physics. Looks awkward though. The other thing I would suggest would be dirtying up the floor a little. The room looks very clean, as if janitor bob has been watching over it for eons. If there was dirt on the floor, or maybe a few canisters knocked over, I think it would look more immersive. Being super nitpicky, you might want to place some wood pallets near those crates, because I'm pretty sure you can't pick any of those up. How do they even fit through the doors? Is there a crane? I am being very nitpicky here, and if some of these things don't fit in with the setting you can just keep it the way it is. The room looks nice though, good job.

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Nuirangi
15 Posts
Posted Apr 19, 2014
Replied 7 hours later
Hello,
I already published the map in the workshop (Link).

I like to hear you opinion if this map is rather a peti or singleplayer map.
It's a hammer polished version of this map and contains object, texture & gameplay changes.

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tile
380 Posts
Posted Apr 19, 2014
Replied 5 hours later
it looks entirely pti.
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User
630 Posts
Posted Apr 19, 2014
Replied 2 hours later

tile wrote:
it looks entirely pti.

I agree.

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Nuirangi
15 Posts
Posted Apr 19, 2014
Replied 3 hours later

TheTobbell wrote:
tile wrote:

it looks entirely pti.

I agree.

The picture itself looks 100% peti for sure. You'll notice the hammer parts when playing the map.
I'll just publish it as a peti file. Thanks for the replies.

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Lamarr
73 Posts
Posted Apr 20, 2014
Replied 13 hours later
A corridor leading up..

to another corridor!
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Habzs
225 Posts
Posted Apr 20, 2014
Replied 35 minutes later

Lamarr wrote:
-snip-

How long did you spend on these? The details are amazing.

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Dafflewoctor
415 Posts
Posted Apr 20, 2014
Replied 2 hours later

Lamarr wrote:
A corridor leading up...

Looks great. I love the lighting contrast, especially in the first picture.

EDIT: The TWP showcasing thread's 2000th post!