The ThinkingWithPortals Map Showcasing Thread

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RustyDios
154 Posts
Posted Apr 13, 2012
Replied 40 minutes later
hehehe lol

FourthReaper wrote:
All these MAPS teasing me but not releasing is starting to itch.

re: sp fr penrose 03

Sorry, I don't know why, but I had to say that ... ... ..

EDIT :: ::
Anyway the real reason for my post here today, to show off what I'm working on. I'm new to mapping, new to Hammer and new to Portal/Portal2. I only got it as a gift for last year (2011). Since then I've been really digging my teeth into the editor, vmfs, maps, mods, content. I've made some maps that although functioning would be ripped to pieces if ever I posted them (misaligned textures, off grid, circular demon carves, bad lighting, etc all the usual new mapper woes), but I think I'm finally starting to get something worthy of release....

What do you think of these couple of shots ?? Should I continue mapping? Can anyone see anything glaringly obviously in these that needs urgent attention ?

WIP 1
WIP 2
WIP 3

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FourthReaper
356 Posts
Posted Apr 13, 2012
Replied 21 minutes later

RustyDios wrote:
hehehe lol

FourthReaper wrote:

All these MAPS teasing me but not releasing is starting to itch.

re: sp fr penrose 03

Sorry, I don't know why, but I had to say that ... ... ..

HAHAHA! Fair enough, that's true. I'm such a hypocrite. Ah well, I'll make it up to you, I'll post a screenshot here later tonight. I'm actually working on it as I speak.

Dang, didn't think anyone would remember that until I would bring it up, let alone use it against me!

Also, I hate to say that most of the stuff I'm doing here, I don't want to show people. So, uhm, don't expect anything big here... 'kay?

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RubyCarbuncIe
303 Posts
Posted Apr 13, 2012
Replied 1 hour later
@CamBen I'll look into getting that set up. It all just depends on how it flows.

@piktakorvaa That looks really cool looking. I love the detail and lighting in that picture.

@RustyDios Those maps look interesting, however I noticed that a lot of your models seem to be somewhat yellow/orange. Is this caused by the lighting or are the textures changed? Anyway that elevator is what caught my eye, I love the glass archways.

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FourthReaper
356 Posts
Posted Apr 13, 2012
Replied 43 minutes later

RustyDios wrote:
Should I continue mapping?

Everyone should always continue mapping. Whether they like it or not.

On a brighter note, I aggree with Ruby. The models are strangely lit, but it looks like you have something here. I would, however, like to suggest the use of 'real' lights. Although you do have that neat ceiling light, it's rather clear you're using plain light entities. I'd suggest making the model not cast shadows, and making the texture of the ceiling behind it light-emitting.

But overall I like that it's your own style, not a plain clean map. And for a first map it looks good. And yeah, the elevators are customized, that's pretty much always nice to see.

Also, is that a me-texture I detect? Awesome! You'd be the first map released to actually use one. (Though if you'll allow me nitpicking, may I suggest you make it fit? Makes the borders look better. Same goes for the normal fizzler.

Also, as promised:


As you can see, there's not a whole lot I'm willing to show off. These are very simple chambers, but I still hope you'll like them. I'm constantly forcing myself to update the design.

And I would like to take this opportunity to show you guys (and gals, ofcourse) the custom water I was working on before regaining focus on the actual map. Should I continue adding detail in the water like this, or should I return to my toxic slime pitt (as seen in sp fr penrose 01 + 02 from V1.1 on)?

Any comments, people?

@ RustyDios: You'll have to forgive me for my massive Valve time. I learn from the best!

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RubyCarbuncIe
303 Posts
Posted Apr 13, 2012
Replied 1 hour later
@RustyDios I agree with FourthReaper, you should continue mapping. Even if others trash talk your ideas (luckily no one has ) you should still continue. To be honest I'm looking forward to a release of that map. The puzzle looks very interesting.

@FourthReaper I'm loving those images. I may have only known about your "Penrose" maps for a short time, but I can tell you I can't wait to play another. I like the water effect, especially since it looks like ACTUAL water and not something that will dissolve you to nothing in an instant. More importantly I like the wall light under the water it adds a nice feel to the room.

Also I was thinking of changing up the lighting in my future maps (to something darker and cooler colored at the same time). I like cooler lighting almost as much as warm lighting but, well I don't want to be taking any ideas now would I? I'll try to post an image here later with the updated lighting.

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FourthReaper
356 Posts
Posted Apr 13, 2012
Replied 8 minutes later

RubyCarbuncIe wrote:
@FourthReaper I'm loving those images. I may have only known about your "Penrose" maps for a short time, but I can tell you I can't wait to play another. I like the water effect, especially since it looks like ACTUAL water and not something that will dissolve you to nothing in an instant. More importantly I like the wall light under the water it adds a nice feel to the room.

Hey, thanks! I'll work on polishing it, then. Though first up is some headway on the map. Might not release the new water with V1.0 even. I'm taking long enough already.

RubyCarbuncIe wrote:
I like cooler lighting almost as much as warm lighting but, well I don't want to be taking any ideas now would I?

Nooooooooo! Don't think you're 'stealing' warm lighting from me or anything, plenty of people use it. I love it, and am be delighted when someone uses is. I didn't come up with it either, anyway. Srsly, go right ahead on the lighting as you choose.

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spongylover123
944 Posts
Posted Apr 13, 2012
Replied 1 hour later

FourthReaper wrote:
Nooooooooo! Don't think you're 'stealing' warm lighting from me or anything, plenty of people use it. I love it, and am be delighted when someone uses is. I didn't come up with it either, anyway. Srsly, go right ahead on the lighting as you choose.

In that case,

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Lpfreaky90
2,842 Posts
Posted Apr 13, 2012
Replied 13 minutes later
Looking good fourth and spongy; can't wait to see the finished products
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RubyCarbuncIe
303 Posts
Posted Apr 13, 2012
Replied 6 minutes later

FourthReaper wrote:

RubyCarbuncIe wrote:

I like cooler lighting almost as much as warm lighting but, well I don't want to be taking any ideas now would I?

Nooooooooo! Don't think you're 'stealing' warm lighting from me or anything, plenty of people use it. I love it, and am be delighted when someone uses is. I didn't come up with it either, anyway. Srsly, go right ahead on the lighting as you choose.

That wasn't what I was getting at at all. I just thought I would try something new. I guess I did phrase it a bit odd though. I'll test the map with both the lighting I'm working and a warmer lighting to see what gives the best feel for the map.

EDIT:
@spongylover123 That looks cool. Those cubes though, are they different colored? Or just different angles make them look different?

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spongylover123
944 Posts
Posted Apr 13, 2012
Replied 7 minutes later

RubyCarbuncIe wrote:
@spongylover123 That looks cool. Those cubes though, are they different colored? Or just different angles make them look different?

Yep, they're different coloured, Blue, Red, and Brown.

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Lpfreaky90
2,842 Posts
Posted Apr 13, 2012
Replied 3 minutes later

spongylover123 wrote:
RubyCarbuncIe wrote:

@spongylover123 That looks cool. Those cubes though, are they different colored? Or just different angles make them look different?

Yep, they're different coloured, Blue, Red, and Brown.

Be careful with brown and red; it might be hard to distinguish for color blind people!

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RubyCarbuncIe
303 Posts
Posted Apr 13, 2012
Replied 44 minutes later

spongylover123 wrote:
RubyCarbuncIe wrote:

@spongylover123 That looks cool. Those cubes though, are they different colored? Or just different angles make them look different?

Yep, they're different coloured, Blue, Red, and Brown.

Sounds interesting. I take it each cube will activate a different button? I love the idea of different cubes.

Also I've tested warmer lighting and I'd say it looks really nice in this chamber. However that's just my opinion.
Here's the pic:
http://steamcommunity.com/id/RubyCarbuncIe/screenshot/578953336746654109/?
(Also I know that I haven't gotten around to changing the propulsion gel tube just yet.)

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spongylover123
944 Posts
Posted Apr 13, 2012
Replied 16 minutes later

RubyCarbuncIe wrote:

Also I've tested warmer lighting and I'd say it looks really nice in this chamber. However that's just my opinion.
Here's the pic:
http://steamcommunity.com/id/RubyCarbuncIe/screenshot/578953336746654109/?
(Also I know that I haven't gotten around to changing the propulsion gel tube just yet.)

I like your warm lighting, I don't know why you would change the tube, the flow pipe kind of hides the gel so it looks like there's more gel behind it.

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RubyCarbuncIe
303 Posts
Posted Apr 13, 2012
Replied 17 minutes later

spongylover123 wrote:
RubyCarbuncIe wrote:

Also I've tested warmer lighting and I'd say it looks really nice in this chamber. However that's just my opinion.
Here's the pic:
http://steamcommunity.com/id/RubyCarbuncIe/screenshot/578953336746654109/?
(Also I know that I haven't gotten around to changing the propulsion gel tube just yet.)

I like your warm lighting, I don't know why you would change the tube, the flow pipe kind of hides the gel so it looks like there's more gel behind it.

Thanks! Also I was going to test out vactubes and see how well that works out and so far I'm not really liking it. It just looks odd and out of place so I my end up keeping it like this after all.

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RustyDios
154 Posts
Posted Apr 14, 2012
Replied 16 minutes later
Thanks for the kind words people! Yeah everything in that room is a mellow yellow. It is room 1 of 4, each room has a different colour code and theme/test element. The puzzles are so far really easy and to be honest a little linear. I'm working out ways of spicing it up a bit, maybe add some bts stuff, but I don't want to get in over my head for a "first" project. I spent alot of time just making that elevator (before I even knew there was elevator instances to use! and figured I'd spent the time making it work and look alright, might as well still use it:) ).

@FourthReaper: The water looks good. The light underneath really gives that "comfortable" test area element. And those new screens of penrose03, can't wait to try it out. Was that a whole Surface Division Field roof ?

And yes in the "yellow" room I'm using the "yellow" force deflection fizzler (the red death one just didn't fit as a way to block the player in that room).. the texture is on a 128x128x1 brush, set at 0.25x/y scale and centered to the face? Am I doing something wrong with the texture aligning, it does good in game when your at "eye-level" with it... ..

Also you mention "real lights".. what are those? Currently I have a collection of light entities dotted around in a square formation (one in each corner) set to 240 240 240 200 small radius. Also the big light prop in the centre has a block in it with a light texture ( I assume it lights up, because the room lit with just that prop at first until I started fleshing things out). And the room also has a 192x128 obs-lab in it, mid-way up the south wall.
Maybe all that is too much light ? I know I should at least switch to light_spots because, well, they look better ... maybe even those glass lights...

@RBC: Got to say I'm a fan of the warm lighting but does it fit with the rest of your map? A warm light map looks like it can be hard to pull off, unless the ambience is set throughout. I too like the look of the paint tube. Go for your own style as you like it. That tube doesn't need to be a vactube if it fits the maps theme to be a solid concrete/whatever pipe. At least you put a direction adjusted pipe in and didn't just have the gel flow down from some uninspired whole in the roof!

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Lpfreaky90
2,842 Posts
Posted Apr 14, 2012
Replied 3 hours later
@FourthReaper: I think I want to steal that water texture you made there, it's lovely!

@RustyDios: Seems like FourthReaper made an entire Surffac Divisio Field as roof =D

Real lights are the the instances in portal 2/sdk_content/maps/instances/lights usually the light panels you see in portal 2. It's just something I like to see ^_^

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FourthReaper
356 Posts
Posted Apr 14, 2012
Replied 10 hours later

lpfreaky90 wrote:
@FourthReaper: I think I want to steal that water texture you made there, it's lovely!

Go right ahead!
||```
Water
{
$forceexpensive 1
$normalmap "liquids/water_river_normal_sharp"
$flowmap "liquids/c3m2_hflowmap_a"
$flow_normaluvscale 155.0
$flow_worlduvscale 0.5
$flow_timeintervalinseconds 0.2
$flow_uvscrolldistance 0.075
$flow_bumpstrength 0.4
$flow_timescale 0.35
$flow_noise_texture "liquids/water_noise"
$flow_noise_scale 0.0005
$flow_debug 0
$reflecttexture _rt_WaterReflection
$reflectamount "1"
$reflecttint "{ 190 190 190 }"
$reflectskyboxonly 1
$reflectonlymarkedentities 1
$abovewater 1
$bottommaterial "nature/toxicslime002a_beneath"
$fogenable 1
$fogstart 0
$fogend 60
$lightmapwaterfog 1

$fogcolor "{ 50 65 75 }"
$flashlighttint 1
"%compilewater" 1
"%tooltexture" "nature/water_frame01_normal"
$surfaceprop slime

$pseudotranslucent 1
$waterblendfactor 0.98
}
```||
Though I might always change this to my liking later on in development... Also, beware when making lighting in the water, that you have to fake it. Only the surface gets lit, and underwater needs to get lit with underwater lighting...

RustyDios wrote:
@FourthReaper: The water looks good. The light underneath really gives that "comfortable" test area element. And those new screens of penrose03, can't wait to try it out. Was that a whole Surface Division Field roof ?

lpfreaky90 wrote:
@RustyDios: Seems like FourthReaper made an entire Surffac Divisio Field as roof =D

Yes I did, ain't I a rascal?

RustyDios wrote:
And yes in the "yellow" room I'm using the "yellow" force deflection fizzler (the red death one just didn't fit as a way to block the player in that room).. the texture is on a 128x128x1 brush, set at 0.25x/y scale and centered to the face? Am I doing something wrong with the texture aligning, it does good in game when your at "eye-level" with it... ..

From what you say I think the picture quality just obscures the details. If you can see the borders on both fizzler and Force Deflection Field, that will be fine.

Discussion on 'real' lighting, too long for full view if you ask me...
||> RustyDios wrote:

Also you mention "real lights".. what are those? Currently I have a collection of light entities dotted around in a square formation (one in each corner) set to 240 240 240 200 small radius. Also the big light prop in the centre has a block in it with a light texture ( I assume it lights up, because the room lit with just that prop at first until I started fleshing things out). And the room also has a 192x128 obs-lab in it, mid-way up the south wall.
Maybe all that is too much light ? I know I should at least switch to light_spots because, well, they look better ... maybe even those glass lights...

lpfreaky90 wrote:
Real lights are the the instances in portal 2/sdk_content/maps/instances/lights usually the light panels you see in portal 2. It's just something I like to see ^_^

||
Yes, though the instances are optional, you should foremost make use of light emitting textures and observation labs (in my humble opinion). Don't rely on light entities, especially if you configured them yourself. That might make things look less natural.

Oh, and spongy, nice work. The grid floor is quite unique, and nice sharp shadows. But I agree with lp, be carefull with the brown one. It's not a color in your standard RGB color-scheme, and might not fit. Though the red one is obviously more red, if you can always see both you won't get too confused.

And Ruby, nailed the warm lighting, seriously. Best looking out of your three screens of the room. The cold test was imo the least succesfull, though you may disagree. This, however, looks great! Also, you seem to be one of the only people left to properly align indicator strips. Keep it up!

EDIT: Just figured out that that really reminds me of a better looking version of my design perspective... Just deadlier, with the slime pit.

Sooo, how about a long post, eh'?

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CamBen
973 Posts
Posted Apr 14, 2012
Replied 1 hour later
about the vac tubes and underground tubes: replacing the tubes w/ vac was just an Idea, that could be taken or left, (or just thrown into a ditch and left to rot. thats much more rare though.) everyone is free to make their own choices.

about the color cubes: If I were to make colored cubes, I would make deep blue, bright red, Neon yellow, and a really vivid green. as stated before, it might be difficult for colorblind people. but, as before, its just my opinion. it won't be too offended if it gets thrown in a ditch.

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spongylover123
944 Posts
Posted Apr 14, 2012
Replied 52 minutes later

CamBen wrote:
about the vac tubes and underground tubes: replacing the tubes w/ vac was just an Idea, that could be taken or left, (or just thrown into a ditch and left to rot. thats much more rare though.) everyone is free to make their own choices.

about the color cubes: If I were to make colored cubes, I would make deep blue, bright red, Neon yellow, and a really vivid green. as stated before, it might be difficult for colorblind people. but, as before, its just my opinion. it won't be too offended if it gets thrown in a ditch.

All of my model's colors are additives and the metal are vertexes.
They are very intense so it's very easy for color blind people.

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RubyCarbuncIe
303 Posts
Posted Apr 15, 2012
Replied 11 hours later

RustyDios wrote:
@RBC: Got to say I'm a fan of the warm lighting but does it fit with the rest of your map? A warm light map looks like it can be hard to pull off, unless the ambience is set throughout. I too like the look of the paint tube. Go for your own style as you like it. That tube doesn't need to be a vactube if it fits the maps theme to be a solid concrete/whatever pipe. At least you put a direction adjusted pipe in and didn't just have the gel flow down from some uninspired whole in the roof!

Thanks, and I'm keeping the tube as is I too like the fact that it is an angled tube instead of just an "uninspired hole in the roof". Thanks again for your kind words, and yes the warmer lighting surprisingly does fit very well with the entire map and not just that one area. In my opinion a warmly lit room isn't that hard to pull off, you just need to adjust the lighting so that it doesn't blind the player as they walk through a door into an all white tiled room, trust me I know. It was as though I was looking into the sun. So the lighting you see in the pic isn't the final one I've been working on but for the most part all I did was dim the lights a bit and setup a env_tonemap to top it all off and give it that finishing touch it needs.

FourthReaper wrote:
And Ruby, nailed the warm lighting, seriously. Best looking out of your three screens of the room. The cold test was imo the least succesfull, though you may disagree. This, however, looks great! ***Also, you seem to be one of the only people left to properly align indicator strips. Keep it up!***

EDIT: Just figured out that that really reminds me of a better looking version of my design perspective... Just deadlier, with the slime pit.

Thanks,and I agree with you the colder feel I was going for would be better for something else just not a test chamber, maybe something outdoors in the early evening but not indoors in that setting.
Also I know the feeling about the indicators. They look better all lined up with the wall tiles and not running on a completely flat surface that makes it seem as though there is no sense of direction involved in them. It really irks me when I see misaligned indicators, it ruins the feel of the map in my opinion.

FourthReaper wrote:
EDIT: Just figured out that that really reminds me of a better looking version of my design perspective... Just deadlier, with the slime pit.

And in quotes of GLaDOS "Without the looming consequence of death...is this even science?" xD