The ThinkingWithPortals Map Showcasing Thread

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josepezdj
2,386 Posts
Posted Mar 09, 2015
Replied 11 hours later

RectorRocks wrote:
josepezdj wrote:

[pics]

Very impressive detailing, Jose! I would love to give it a try after it comes out, even if I know I have a low chance of completing it. Any idea when it'll be released?

Thanks mate! About difficulty, I promise this one is easy-medium, you'll let me know. I'm making it for the monthly P2LC group challenge "Out of sight" that I'm sure you are already aware of , so this means I'll release it some time within March.

RectorRocks wrote:
Anyway, I'm working on a mappack that has a little backstory in it. I'm not completely done with the story part yet but I can show you guys a little of what I've finished, hopefully it can be further improved.

Test Chamber Pics
My first attempt at creating a Wheatley themed map. It's not exactly Wheatley themed, but more of the Co-op Course 4 theme.


The custom textures are a little pixelated, can I fix that problem?


I'm having a little trouble with the light glow of the lamp hanging model. I'm not exactly sure which values do I put in in order to make the glow stay as bright whereever the player moves




"Story" pics

**Feedback would be much appreciated!**

I'm not specially fond of the Wheatley theme, so I doubt I can give you any good advice, and I think those screenshots look amazing! I love the warm mood and the cleanness with the subtle aging that those missing tiles suggest. Anyway, I can't really approve the broken window glasses in the obs-rooms, since they look a bit out of place without a real broken surrounding... so I'd suggest you that when you want a broken window glass, just break the surrounding tiles, make them be crossed by a pipe or whatever

About the rest, I agree Pitkakorvaa, do as you like, remake the Wheatley's theme changing it how you like to get something fresher, better than just fitting to the theme.

Regarding the custom story pics, well, it doesn't look bad, but I haven't got much to say without seeing more of it

FelixGriffin wrote:
josepezdj wrote:

[IMAGES]

I like the fizzler(?) you're using!

Thanks man, yes it's a custom fizzler based in one of the underground ones by Valve.

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Sejievan
232 Posts
Posted Mar 10, 2015
Replied 1 day later
Some images of a new map that i'm creating, Any feedback and or suggestion is welcome

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Sejievan
232 Posts
Posted Mar 10, 2015
Replied 6 minutes later

josepezdj wrote:
Pics

wow, really cool images dude, really liked the destruction detailing, looks very immersive and has a cool ambiance :3

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CamBen
973 Posts
Posted Mar 16, 2015
Replied 5 days later

Ok, I again scrapped my old P:CT Aperture building. The first two were really not living up to standards. Neither was my custom symbol/logo. So, here:

http://steamcommunity.com/sharedfiles/f ... =408824387

http://steamcommunity.com/sharedfiles/f ... =408824379

http://steamcommunity.com/sharedfiles/f ... =408824368

http://steamcommunity.com/sharedfiles/f ... =408824355

http://steamcommunity.com/sharedfiles/f ... =408824337
Everything is still super super WIP but you should notice it will be looking more like City 17, as a portal half life crossover should.

Edit: updated screenshots plus some other stuff:

http://steamcommunity.com/sharedfiles/f ... =408835150

http://steamcommunity.com/sharedfiles/f ... =388345672

http://steamcommunity.com/sharedfiles/f ... =408835787

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Idolon
417 Posts
Posted Mar 17, 2015
Replied 22 hours later
In typical fashion, here's something that's not Portal:

I'm learning how shaders work and making hand-drawn 3D models. I might turn this into a game. A closer look from another angle.
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KyloX
62 Posts
Posted Mar 18, 2015
Replied 1 day later
Here is something, though this is just gona be a secret area in a normal map.
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josepezdj
2,386 Posts
Posted Mar 22, 2015
Replied 4 days later
Almost finished....

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| \_/ ()
62 Posts
Posted Mar 22, 2015
Replied 46 minutes later
Portals on white painted hard light surfaces!

The map might not be that detailed or very hammer-looking, but the test will be fun, believe me.
The map should come out in mid-April. I'll leave you only this teaser image for now:


free image upload

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CamBen
973 Posts
Posted Mar 25, 2015
Replied 3 days later

to the post above me: that looks really awesome, i never knew why they didn't include that in the game.
also, I forgot to include this pic in my last post here:

http://www.mediafire.com/view/5ux9wtybn ... device.png

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TeamSpen210
608 Posts
Posted Mar 25, 2015
Replied 52 minutes later
Portal shots (and lasers) pass through light bridges. This is good, since it prevents you from trapping yourself in vertical walls. It stops reflection and conversion gels from working.
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l1zardr0ckets
58 Posts
Posted Apr 04, 2015
Replied 9 days later
Map looks stunning Jose!
As always;
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l1zardr0ckets
58 Posts
Posted Apr 12, 2015
Replied 8 days later
Ayyyyyyy
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| \_/ ()
62 Posts
Posted Apr 13, 2015
Replied 1 day later
l1zardr0ckets, I'm looking forward to playing your creation
As for what I'm making - the map is going to be out this week:
EDIT: T's out now here http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=3252

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srs bsnss
552 Posts
Posted Apr 14, 2015
Replied 12 hours later

l1zardr0ckets wrote:
Ayyyyyyy

To that I say, todah. Looking very fresh. Especially like the third image.

| _/ () wrote:
l1zardr0ckets, I'm looking forward to playing your creation
As for what I'm making - the map is going to be out this week:

I like this new take on the elevator - nicely done!

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FelixGriffin
2,680 Posts
Posted Apr 14, 2015
Replied 11 hours later
How did you do the portals on the lightbridge? Detecting when a gel bomb breaks and spawning a func_brush there?
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l1zardr0ckets
58 Posts
Posted Apr 14, 2015
Replied 10 minutes later

FelixGriffin wrote:
How did you do the portals on the lightbridge? Detecting when a gel bomb breaks and spawning a func_brush there?

I thought about it, I'm thinking he had a portal detector and some kind of invisible brush (that is portalable) activate when the bridge is there. so the bridge is sandwiched in between two invisible portalable brushes (while the portal detector is active)

maybe...

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Lamarr
73 Posts
Posted Apr 14, 2015
Replied 36 minutes later
Something from me since forever



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Ciirulean
40 Posts
Posted Apr 14, 2015
Replied 23 minutes later
Looking pretty great, as always, but that massively upscaled Portal 1 texture just looks so out of place.
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CamBen
973 Posts
Posted Apr 14, 2015
Replied 56 minutes later
@lamarr I don't know if you understand how much I'm glad you don't abuse blue fog in your maps XD

Also that map looks like the lighting made it take a year to compile, but it looks amazing.

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| \_/ ()
62 Posts
Posted Apr 15, 2015
Replied 17 hours later

FelixGriffin wrote:
How did you do the portals on the lightbridge? Detecting when a gel bomb breaks and spawning a func_brush there?

Yes, I used this in the area with the white gel bombs. Unfortunately, since gel from an info_paint_sprayer doesn't have inputs or outputs, I can only make pre-placed gel on bridges be portalable. That's why you won't find a place where you can place gel on a bridge yourself (or at least I hope so). I think I managed to trick the player into thinking that he can though, he just won't be able to do so.

l1zardr0ckets wrote:
I'm thinking he had a portal detector and some kind of invisible brush (that is portalable) activate when the bridge is there. so the bridge is sandwiched in between two invisible portalable brushes (while the portal detector is active)

maybe...

That's a good idea (I haven't used it) but there's actually one wrong thing in your thought.
I'm talking about this problem (dat paint skillz tho ):

http://postimg.org/image/64hfj4dbr/
That's why the bridge isn't "sandwiched in between two invisible portalable brushes" but I've I actually put only one brush on one side of the bridge. This is only how I imagine the explaination of this bug, I might be wrong.

So YES, that means you will be able to place portals on the side of the bridge which the gel painted, but not on the other, because that's how you won't be able to come across this bug. I know that if you paint a bridge blue on one side you are able bounce on both sides of it but...this is how things are