The ThinkingWithPortals Map Showcasing Thread
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.
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?
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
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?
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.
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.
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.
Plants! Everywhere!
Arachnaphob wrote:
Plants! Everywhere!
http://www.moddb.com/mods/the-lost-test ... vergrowth1
Arachnaphob wrote:
Plants! Everywhere!
http://www.moddb.com/mods/the-lost-test ... vergrowth1
That looks amazing. How is the framerate in there though?
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.
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.
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. 
TheTobbell wrote:
There are also people who let the entry door open for some reason.![]()
And it's just a simple trigger.
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.)
I love the look of that hole in the locker room roof, I'd love to be able to create things like that myself...