



The ThinkingWithPortals Map Showcasing Thread
It's about a new mechanic which you might figure out by looking at the screenshots. It already has custom instances, a few jokes and a secret area, but I'm not sure if it will be ready to be published in the next 2 weeks or so because I'm going to be working on detailing and optimising it. I'm also thinking about adding a whole new puzzle section to it, so it might take a bit longer. Still, I hope you like it!
And about the last screenshot - I don't know how to fix this lighting issue. I haven't done a full compile yet, so I hope that it'll get fixed when I do that. If you know that it won't, please tell me.
I'm working on a destroyed map. Is there anything I can improve on here? I think I might need help with the lighting.
awakenings3_dest0001.jpg awakenings3_dest0002.jpg| _/ () wrote:
I've been working on my first underground-themed map, which will be one of the few old aperture maps that don't contain any gels.
It's about a new mechanic which you might figure out by looking at the screenshots. It already has custom instances, a few jokes and a secret area, but I'm not sure if it will be ready to be published in the next 2 weeks or so because I'm going to be working on detailing and optimising it. I'm also thinking about adding a whole new puzzle section to it, so it might take a bit longer. Still, I hope you like it!And about the last screenshot - I don't know how to fix this lighting issue. I haven't done a full compile yet, so I hope that it'll get fixed when I do that. If you know that it won't, please tell me.
I agree with CamBen; those small tiles generally look better on smaller surfaces or on panels that are placed for a specific purpose. (Like you did in the third and fifth images.) Other than that, it looks nice.
The lighting problem with the outer sphere should go away once you do a full compile with the -textureshadows, -StaticPropLighting and -StaticPropPolys parameters for VRAD.
Arachnaphob wrote:
Hey look, A trailer.
Looks very interesting!
I like the soundtrack / sound effects. Really creates a different atmosphere.
juniverse wrote:
I'm working on a destroyed map. Is there anything I can improve on here? I think I might need help with the lighting.
You need a projected texture to get that good lighting. It may also be nice to throw in some more vines and debris.
Quote:
You need a projected texture to get that good lighting. It may also be nice to throw in some more vines and debris.
Actually I think I'll watch your tutorial.
The map is a maze with traps, which every time the map is restarted, the layout of the map is changed. The map contains 23 rooms (trap rooms) which all have different kind of traps, some more dangerous than others, others... more fun. As well the map contains jump scares.
The maps objective will be to find 2 levers and the exit door, simple as that.
Soon...
@KyloX that looks really cool, it's always fun to see what people do with horror aspects in non horror games, and this also interests me since I've made, and am making as a side project, portal 2 horror maps. Also will this include the portal gun? This looks really interesting and I'd really like to see how this turns out
CamBen wrote:
@KyloX that looks really cool, it's always fun to see what people do with horror aspects in non horror games, and this also interests me since I've made, and am making as a side project, portal 2 horror maps. Also will this include the portal gun? This looks really interesting and I'd really like to see how this turns out
Sadly, no portal gun, all you gona need is your hands and paranoia that everything can kill you. The "puzzle" part is to avoid getting killed by traps and find the exit, but... you WILL die in this map, that is a promise. And each time you die, the map layout changes and you have to try again and again.
The maps inspiration comes from "Cube" movie series and "SCP Foundation" game.
Hey guys, finally able to post now that registration is back up.
Most of you don't know me, with the exception of lp, but I'm a long time modder and follower of the community, just have been able to actually contribute on the forums yet.
Anyways, I've been working on a ton of new posters/decals for use in people's maps and thought you all might want a sneak peek (all and any criticism is welcome) :
http://i1093.photobucket.com/albums/i43 ... xglbyf.png
http://i1093.photobucket.com/albums/i43 ... ekzfzc.png
http://i1093.photobucket.com/albums/i43 ... tn1hig.png
http://i1093.photobucket.com/albums/i43 ... rqgimw.png
http://i1093.photobucket.com/albums/i43 ... 2hjipg.png
http://i1093.photobucket.com/albums/i43 ... dylujx.png
http://i1093.photobucket.com/albums/i43 ... igwcox.png
http://i1093.photobucket.com/albums/i43 ... ewrmxn.png
http://i1093.photobucket.com/albums/i43 ... hc1xpr.png
Only a small sample of the stuff I've already made, and more to come! I intend to release them all free of charge for use in people's maps 
Also I sent you a pm regarding something similar
CamBen wrote:
That stuff I pretty cool, I really like how it actually does look aperture styled and fits with the base game portal ones!Also I sent you a pm regarding something similar
Thanks man! And yeah, I saw your PM but since I'm a new member it won't let me us private messaging right away so I haven't been able to reply. Unfortunately, I don't think I would be able to help you, I've only really dabbled in modelling and can't make anything presentable.
Anyway, new content for my mod:
http://steamcommunity.com/sharedfiles/f ... 441332231#
http://steamcommunity.com/sharedfiles/f ... =508914824
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