The ThinkingWithPortals Map Showcasing Thread

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RubyCarbuncIe
303 Posts
Posted Apr 15, 2012
Replied 1 minute later
That's odd, that last post got double posted, sorry.
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Lpfreaky90
2,842 Posts
Posted Apr 16, 2012
Replied 1 day later
Time for some screenshots of one of the biggest maps I made so far...



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RustyDios
154 Posts
Posted Apr 16, 2012
Replied 27 minutes later
@Lpfreaky90 Words I already wrote about the above

EDIT : Fixing the link, which still isn't linking direct to the post, but at least it goes to the right topic....

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FourthReaper
356 Posts
Posted Apr 16, 2012
Replied 2 hours later

lpfreaky90 wrote:
Time for some screenshots of one of the biggest maps I made so far...

Wow! The inside looks even better. I don't think I've seen pictures of that before. Pretty cool, I always like Old Aperture-themed maps. Can't wait for Portal Stories!

**Also, congratulations! Happy b-day! **

RustyDios wrote:
Words I already wrote

Ehm, your link doesn't appear to work... What's it referring to?

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Pitkakorvaa
200 Posts
Posted Apr 16, 2012
Replied 3 hours later

FourthReaper wrote:
RustyDios wrote:

Words I already wrote

Ehm, your link doesn't appear to work... What's it referring to?

It worked fine for me, and it goes to poll threat about "which building I could choose" by lpfreaky90.

And about map Looks pretty cool, except rock ceiling at outside of building seems to be quite flat ?

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HMW
806 Posts
Posted Apr 17, 2012
Replied 1 day later

lpfreaky90 wrote:
Time for some screenshots of one of the biggest maps I made so far...
[some screenshots of one of the biggest maps lpfreaky made so far]

It looks like they just walled off a part of the cave to make the building
I really like the contrast between the stark concrete and the irregular rocks. Normally I'd say "make the concrete walls look a bit more varied", but in this setting it looks really interesting!

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RustyDios
154 Posts
Posted Apr 17, 2012
Replied 2 hours later
After trying to add some "real lighting" to my map (as per suggestions) I decided I wasn't fully happy with the instances and options given in them (ie; you can't switch them on and off, the panel lights don't have an "off" skin)... so I went digging through stuff, and finally created these, adjustable light panels... they may not be "perfect" but I'd like to think with my current knowledge base they are pretty close. I can set the colour to whatever I want and switch them on/off. Still working on a couple of kinks and a way to set the appearance/pattern to whatever I want too....

What do you think ?

Panel Lights Closeup
Panel Light Off
Panel Lights On

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Lpfreaky90
2,842 Posts
Posted Apr 17, 2012
Replied 20 minutes later
the problem with on/off lighting is that there are different lightmaps for each light which will make compiling take ages and mapsizes that go through the roof. I'd recommend staying away from on/off lights as much as you can. Most of the times it's just gimmic-y.

I personally don't really know about the colors; it could be interesting looking it could be horrible. I would go for only one color; not different kinds like the ones in the images you put in but I assume it's only to show off which is perfectly fine.

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RustyDios
154 Posts
Posted Apr 18, 2012
Replied 1 day later
Yeah it does look a little gimmicky in game but I like it. They are set to do a fluorescent flicker for 2seconds and then swap to permanent on (or flicker to off).. It doesn't look too bad... ... Whilst they are on I think they are providing much better light then what I had previously...

I'm seriously thinking I might start up a WIP thread for my map? Is it okay to do this even if I don't actually want to release my map yet (even in it's WIP form?), but continue to get some feedback from screenshots etc ?

New Lights
Another angle
And another

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Idolon
417 Posts
Posted Apr 18, 2012
Replied 2 hours later

WIP

There will be another puzzle before this one, which will explain the green fizzler mechanic. Thanks to FourthReaper, whose textures I modified.

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spongylover123
944 Posts
Posted Apr 18, 2012
Replied 55 minutes later

Still working out the kinks, but it's almost done.

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RubyCarbuncIe
303 Posts
Posted Apr 19, 2012
Replied 2 hours later
@spongylvoer123 Do I see an "Aperture Science High Energy Pellet"? I do! I can't wait I really miss that element and I see you've given it a custom particle trail as well. Keep up the good work, a lot seems to be happening in that chamber.
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Lpfreaky90
2,842 Posts
Posted Apr 19, 2012
Replied 51 minutes later
@RustyDios: I think it's fine if you do that

@Idolon: looking awesome, but where's the water? An enrichment sphere without water looks odd.

@spongylover123: looking good but I personally don't like the fizzler and the laserplane overlapping each other, why don't you use my deathfizzler: download from dropbox

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dinnesch
105 Posts
Posted Apr 19, 2012
Replied 5 hours later

Idolon wrote:
There will be another puzzle before this one, which will explain the green fizzler mechanic. Thanks to FourthReaper, whose textures I modified.

The part that is there looks great, like lpfreaky said you should add some water though. And maybe put more stuff in that testing sphere, even if only for the looks.

lpfreaky90 wrote:
Time for some screenshots of one of the biggest maps I made so far...

Looks good, definitely better than the screenshot I criticised so cruelly

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Lpfreaky90
2,842 Posts
Posted Apr 19, 2012
Replied 38 minutes later

dinnesch wrote:
Looks good, definitely better than the screenshot I criticised so cruelly

Ah; the old screenshots; let me get you more or less the same shots but from the current version:


Known issues:
The water looks odd, needs to be fixed.
There should be a sprite inside the lantern.

known issue:
The ceiling isn't the same texture

Known issues:
The path isn't good at the end.

known issues:
* the sides of the windows need proper textures
* The projector near the elevator is a bit strange
* One of the posters is from the wrong era

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spongylover123
944 Posts
Posted Apr 19, 2012
Replied 9 hours later

lpfreaky90 wrote:
@spongylover123: looking good but I personally don't like the fizzler and the laserplane overlapping each other, why don't you use my deathfizzler: download from dropbox

Thanks, for the fizzle-laser field.
But I want it to toggle, when the laser's off, the fizzler is on, vice versa.

RubyCarbuncIe wrote:
@spongylvoer123 Do I see an "Aperture Science High Energy Pellet"? I do! I can't wait I really miss that element and I see you've given it a custom particle trail as well. Keep up the good work, a lot seems to be happening in that chamber.

Thank you.

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Kaleido
272 Posts
Posted Apr 20, 2012
Replied 10 hours later

Little more detail work on my first room. Lighting is still temp and shitty. Still trying to keep my other rooms spoiler-free, but getting closer to a release by the day!

lpfreaky90 wrote:

||Ah; the old screenshots; let me get you more or less the same shots but from the current version:


Known issues:
The water looks odd, needs to be fixed.
There should be a sprite inside the lantern.

known issue:
The ceiling isn't the same texture

Known issues:
The path isn't good at the end.

known issues:
* the sides of the windows need proper textures
* The projector near the elevator is a bit strange
* One of the posters is from the wrong era
||

...and wow, that looks really awesome!!! I love the custom texture work.
The fog is a bit too thick though.. but it looks like a huge space, so I'm assuming it's for optimization?

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Lpfreaky90
2,842 Posts
Posted Apr 20, 2012
Replied 5 hours later
Looking awesome Kaleido, love it!

reply @feedback:
glad you like it, you don't want to know what it looks like without all the custom models/textures
The fog is just a default fog (instance:environment_destroyed;Trigger) I'll experiment with some other fogs as well

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josepezdj
2,386 Posts
Posted Apr 20, 2012
Replied 44 minutes later
Hey Kaleido, it's good to see the look that chamber is having with your skybox. It's very nice! Keep on that good work!
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Kaleido
272 Posts
Posted Apr 21, 2012
Replied 17 hours later

josepezdj wrote:
Hey Kaleido, it's good to see the look that chamber is having with your skybox. It's very nice! Keep on that good work!

thanks so much! here, I'll share a few more since everyone is being so positive:

http://cloud.steampowered.com/ugc/55981 ... 90E1EFCD2/

http://cloud.steampowered.com/ugc/55981 ... 8750827E7/