The ThinkingWithPortals Map Showcasing Thread

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Dafflewoctor
415 Posts
Posted Jun 22, 2014
Replied 1 day later
I have to agree with Caden here...everything looks good but I really don't like that neutral lighting.
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Caden
174 Posts
Posted Jun 22, 2014
Replied 2 hours later

Dr.Toaster Waffles wrote:
I have to agree with Caden here...everything looks good but I really don't like that neutral lighting.

The global_ents in the map don't have anything to trigger them AFAIK, so that's going to be fixed.

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tile
380 Posts
Posted Jun 22, 2014
Replied 7 hours later

http://h2fgamedev.blogspot.com/2014/06/ ... s-and.html

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CamBen
973 Posts
Posted Jun 23, 2014
Replied 5 hours later
That "ocean cave picture" really reminds me of a concept I was planning on using in my mod (player escapes into a wasteland area through a pipe and cave system underground) and it looks really good. I'm assuming by the size of the cave that you aren't going for the same look as the underground in portal 2 base game?
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tile
380 Posts
Posted Jun 23, 2014
Replied 14 hours later
nope. my mod has all custom themes and sub-themes. the theme in these pictures is the cave theme of iris, which is within mere feet of sea level. the sub themes are indoor and outdoor, where outdoor is always more worn and rusted due to exposure to natural elements, and indoor is perfectly clean and well maintained- the outdoor area here has been exposed to the tides and water dripping from the cave roof, for example.
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quaternary
171 Posts
Posted Jun 24, 2014
Replied 1 day later
Just some basic PTI editing. Started off as a little remix of Domitar12's "Alwight", but I got carried away. (Published it earlier) Then I imported it into Hammer, and got carried away again.

Practice makes perfect~

Pictures are here on imgur. Please give me the harshest feedback imaginable because I want to be better!

I dont know what warm light is but I herd it alot

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RectorRocks
522 Posts
Posted Jun 24, 2014
Replied 56 minutes later

quaternary wrote:
Just some basic PTI editing. Started off as a little remix of Domitar12's "Alwight", but I got carried away. (Published it earlier) Then I imported it into Hammer, and got carried away again.

Practice makes perfect~

Pictures are here on imgur. Please give me the harshest feedback imaginable because I want to be better!

I dont know what warm light is but I herd it alot

That looks pretty good, it looks very PTIish but yeah maybe I just love warm chambers. What's with that dark observatory room though?

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Idolon
417 Posts
Posted Jun 24, 2014
Replied 53 minutes later

quaternary wrote:
Please give me the harshest feedback imaginable because I want to be better!

I like that you're doing warm lighting, but I'm getting more of a citrus vibe from this than warm. The orange needs to be a lot less saturated, and shifted a little bit more towards yellow instead of orange. The observation rooms themselves are very dark for the amount of light that they're supposedly giving off, and it looks really strange. The lighting overall could also stand to be brighter. Good job on the red lighting with the laser emitter! I would make the point light (not the spot light) a little brighter.

If you need a good base for a white-yellow, look at some of the official light instances and go from there.

Textures could use more variance, as well as some stains/grey tiles. There's also no BTS/panel work, which is okay, but there's a few areas where it would definitely make sense - for example, the pushed-out wall across from the laser emitter could totally be pushed out by panels. While you don't need panels, you should note that the one "totally clean" chamber from the campaign has exposed "stuff," and exposed "stuff" looks way cool.

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Dafflewoctor
415 Posts
Posted Jun 24, 2014
Replied 50 minutes later

quaternary wrote:
Just some basic PTI editing. Started off as a little remix of Domitar12's "Alwight", but I got carried away. (Published it earlier) Then I imported it into Hammer, and got carried away again.

Practice makes perfect~

Pictures are here on imgur. Please give me the harshest feedback imaginable because I want to be better!

I dont know what warm light is but I herd it alot

It looks nice, but the lighting is too soft and dim. Try using projected textures and tweaking the settings until you find something you're satisfied with for a sharper, brighter effect.

Another thing to be considered: In warm chambers, sometimes people forget about using grey walls because white walls are mostly what come to mind when thinking of a warm map. Don't forgot to use grey tiles, though. White everywhere can be hard on the eyes, and using a combination of mostly white, some grey, can be very visually pleasing. Unfortunately, this might be a problem, hence the "all white" concept.

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quaternary
171 Posts
Posted Jun 25, 2014
Replied 17 hours later
Thanks for all the input everyone! Just what I was hoping for. You're all super nice

The dark observation rooms are because of... I don't know actually, lol. There's a light in them, no idea why it isn't working properly. ($10 says that is is in fact working and is just too subtle)

I see what you mean about the fruit vibe you're getting. I'm really lousy at picking colors and just picked a random orange. Yellow it is, then.

The room is all white because the original chamber was too Textures are booooring, though (PTI uses a total of like three wall and floor textures) so I'll look into changing their size and shape.

I actually am using a projected texture, but I think I ruined it in a futile attempt to fix the weird shadow issues I was having (I'll get a screenshot and post in in the small probs thread).

In the laser room I'm not actually using a spot light, just a lot of light elements in a row. I'll look in to using a spot light.

There's no panel work because I'm a lazy brat, but I'll consider it for sure.

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Arachnaphob
412 Posts
Posted Jun 26, 2014
Replied 12 hours later

Plants! Everywhere!

http://www.moddb.com/mods/the-lost-test ... vergrowth1

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CamBen
973 Posts
Posted Jun 26, 2014
Replied 9 hours later
Woah. That's a good amount of plants for one small room! I hope this is close enough to the surface for it to make sense.
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Caden
174 Posts
Posted Jun 26, 2014
Replied 49 minutes later

Arachnaphob wrote:
Plants! Everywhere!
http://www.moddb.com/mods/the-lost-test ... vergrowth1

http://puu.sh/9Lm6g/5acc36b4a0.png

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Habzs
225 Posts
Posted Jun 27, 2014
Replied 15 hours later

Arachnaphob wrote:
Plants! Everywhere!
http://www.moddb.com/mods/the-lost-test ... vergrowth1

That looks amazing. How is the framerate in there though?

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Arachnaphob
412 Posts
Posted Jun 27, 2014
Replied 6 hours later
Perfect. I actually have less foliage than it appears. Note:
Water on floor
Displacement with lots of moss painted on
Moss overlays (harder to see)
Destruction props that mix in with plants
Also, when I took that pic, I had max settings on, and great fps.
And don't worry. When you enter the test, I'll close the room with an areaportal.
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quaternary
171 Posts
Posted Jun 27, 2014
Replied 3 hours later

Arachnaphob wrote:
And don't worry. When you enter the test, I'll close the room with an areaportal.

It seems like nobody ever does this and I hate them for it.

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User
630 Posts
Posted Jun 27, 2014
Replied 30 minutes later

quaternary wrote:
It seems like nobody ever does this and I hate them for it.

There are also people who let the entry door open for some reason.

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Habzs
225 Posts
Posted Jun 28, 2014
Replied 7 hours later

TheTobbell wrote:
There are also people who let the entry door open for some reason.

And it's just a simple trigger.

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CamBen
973 Posts
Posted Jun 29, 2014
Replied 23 hours later

The "Prison" part of my mod, in Map 1. I'm skipping around a bit in development, mapping out the main areas where the story plays a large role in gameplay first, then the puzzles and in between sections afterwards.

http://steamcommunity.com/sharedfiles/f ... =277970693

http://steamcommunity.com/sharedfiles/f ... =277970673

http://steamcommunity.com/sharedfiles/f ... =277970651

http://steamcommunity.com/sharedfiles/f ... =277970634

http://steamcommunity.com/sharedfiles/f ... =277970619

http://steamcommunity.com/sharedfiles/f ... =277970602

http://steamcommunity.com/sharedfiles/f ... =277970572

http://steamcommunity.com/sharedfiles/f ... =277970587

http://steamcommunity.com/sharedfiles/f ... =277970551
The Locker room area is the first place where you see large parts of destruction, which will become more common and frequent, until the end of that chapter.

(Also please excuse the skybox seam, It's a hl2 base game one and I haven't figured out what is causing it.)

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RustyDios
154 Posts
Posted Jun 29, 2014
Replied 4 hours later
That looks really cool... I'm not sure the "fizzler prison gates" fit with the rest of the map concept. They seem too "advanced and scientific" for the general old and rusty prison area. Maybe it might be because there are no visible emitters? .. You create a good "old emitter" effect with some ropes/cables, glow sprites and the "rocket" model (if the old aperture fizzler emitters don't fit the theme/space/area.. like here)

I love the look of that hole in the locker room roof, I'd love to be able to create things like that myself...