So something new I've been working on were making secret passages. I will release a sample map that's polished and part of a MapPack that has a plot of Chell returning to Aperture while GLaDOS and the robots are dealing with the bird.
sp_ml_rta_lvl20000.jpg sp_ml_rta_lvl20001.jpgThe ThinkingWithPortals Map Showcasing Thread
reepblue wrote:
I hate to look like a jerk but more BP2 stuff. This stuff is more dated, and the MP idea did not really work out well. I hope to reuse ideas from BP2 to be released as mappacks, although its not official from me yet. It does feel like a waste letting all this effort die, and I do have a bunch of unfinished maps I wish to finish and get off my Hard Drive.
Yeah, it would be a shame to let all that hard work go to waste! (By the way, please tell me you don't actually delete stuff off your hard drive once it's finished
)
That room in the last image is my favourite design-wise! (Both this one and the unmolested version.)
MasterLagger wrote:
So something new I've been working on were making secret passages. I will release a sample map that's polished and part of a MapPack that has a plot of Chell returning to Aperture while GLaDOS and the robots are dealing with the bird.
I love this story idea. Perhaps the bird could bring it's friends?
Cue Chell being thrown into a huge metallic feathery doom-fest 
HMW wrote:
MasterLagger wrote:So something new I've been working on were making secret passages. I will release a sample map that's polished and part of a MapPack that has a plot of Chell returning to Aperture while GLaDOS and the robots are dealing with the bird.
I love this story idea. Perhaps the bird could bring it's friends?
Cue Chell being thrown into a huge metallic feathery doom-fest
Adding birds to a few maps might be a good idea. You'll also be able to hear GLaDOS talking to the robots, but the cameras that GLaDOS normally uses are inactive so she won't notice you in the facility... yet.
HMW wrote:
Yeah, it would be a shame to let all that hard work go to waste! (By the way, please tell me you don't actually delete stuff off your hard drive once it's finished)
That room in the last image is my favourite design-wise! (Both this one and the unmolested version.)
I move all previous works to a secondary drive. And thanks! 

EDIT: Made some changes to level.
I do like seeing portal 1 chambers again all broken and decrepit though.
Spam Nugget wrote:
That looks pretty awesome, if rather odd with the old style pistons and new style moving panel...
I do like seeing portal 1 chambers again all broken and decrepit though.
Yeah you're right, well as you can see, I changed pistons now, and did something to ball launcher 
At the moment I'm making a new map, which will include some new testing elements which have been uploaded there recently. This screenshot shows the first part, which includes the so-called bumbleball:
http://imageshack.us/f/818/2011121200003.jpg/
The goal is to get to the exit through the 2 or 4 (I haven't decided yet) 'floors' with the ball, since you need it to press the buttons. The problem is, you need to throw the ball through the laser fields. Plus, the ball is bouncing.
So, what's your opinion? Do you like this idea?
reepblue wrote:
I hate to look like a jerk but more BP2 stuff. This stuff is more dated, and the MP idea did not really work out well. I hope to reuse ideas from BP2 to be released as mappacks, although its not official from me yet. It does feel like a waste letting all this effort die, and I do have a bunch of unfinished maps I wish to finish and get off my Hard Drive.
Holy crap, Blue Portals co-op never even remotely crossed my mind when I heard about it being in the Portal 2 engine. It's a shame that didn't work out!
Dhart21 wrote:
At the moment I'm making a new map, which will include some new testing elements which have been uploaded there recently. This screenshot shows the first part, which includes the so-called bumbleball:
I absolutely cannot wait to try this!
Which variation of the bumbleball instance did you use - rolly or bouncy?
Another Bad Pun wrote:
Why not use the close animation on the fizzler, change the skin while it's closed, and open it back up again? That's what I usually do, unless you have already tried it and it's not working right.
I did it once, but I didnt used it because it looked strange when the white/blue part of fizzler turns to black/red + caution triangle appears there too.
Map is still work in progress, the portalgun texture is a draft version of the one we'll be using in our mod
.



Yes, I dared to use white gel for a PUZZLE.

and by freaky I mean "really nice lighting!"