The ThinkingWithPortals Map Showcasing Thread

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jordan1m
15 Posts
Posted Jan 17, 2013
Replied 1 hour later
Cheers, I actually forgot to include a screenshot of the open roof (took ages to put together).

Here it is below:

intro0016.jpg

I used a spotlight + light + florescent texture to get the effect of the open roof, but as you said it would look a lot nicer if it was brighter.
I previously tried adding low brightness lights under the roof, but that makes the shadows on the plants look unrealistic.

I made the closed roof darker as i wanted it to stand out from the open roof, but I'll experiment with lighting that up a little bit more, the only issue is the ceiling above inst very interesting to look at :smile:

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FelixGriffin
2,680 Posts
Posted Jan 23, 2013
Replied 6 days later
An old map of mine I just found. I'm trying to figure out what files it uses so I can upload it. :razz:

Sorry about the audio lag.

http://www.youtube.com/watch?v=O7E-h-pVeZg

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Lamarr
73 Posts
Posted Jan 25, 2013
Replied 2 days later
very early wip on my tartaros map,gonna add some collapsed buildings/pillars n stuff
img
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josepezdj
2,386 Posts
Posted Jan 26, 2013
Replied 9 hours later
Impressive Lamarr... just like the rest of your screenies! Keep on that good work! :thumbup:
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Sejievan
232 Posts
Posted Jan 26, 2013
Replied 4 hours later
Awsome Lamarr, these pillars are custom models, or displacements ?
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Lamarr
73 Posts
Posted Jan 26, 2013
Replied 1 hour later

Sejievan wrote:
Awsome Lamarr, these pillars are custom models, or displacements ?

Thanks!Everything is basically displacements except the wall on the right

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MrLate
159 Posts
Posted Jan 26, 2013
Replied 5 hours later

Making a new coop map :smile:

3_.jpg
Images 1
Post image 1
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Lpfreaky90
2,842 Posts
Posted Jan 26, 2013
Replied 3 hours later

MrLate wrote:
Making a new coop map :smile:
3_.jpg

lookin' good. Maybe add a bit more texture variation?

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Sejievan
232 Posts
Posted Jan 28, 2013
Replied 1 day later

This are some pics of the second map of the TLFS series :smile:, i posted because i need an honest opinion about this space, i have the feeling that it's something wrong or missing here...

Entrance
img

http://imageshack.us/photo/my-images/80 ... 00001.jpg/
Floor 1
img

http://imageshack.us/photo/my-images/68 ... 00002.jpg/
Floor 2
img

http://imageshack.us/photo/my-images/69 ... 00003.jpg/

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Gemarakup
1,183 Posts
Posted Jan 28, 2013
Replied 4 minutes later
Probably props like lamps papers and things that you put on the desk, instead of a plain desk.
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Lpfreaky90
2,842 Posts
Posted Jan 28, 2013
Replied 25 minutes later

Sejievan wrote:
This are some pics of the second map of the TLFS series :smile:, i posted because i need an honest opinion about this space, i have the feeling that it's something wrong or missing here...

Entrance
img
http://imageshack.us/photo/my-images/80 ... 00001.jpg/
Floor 1
img
http://imageshack.us/photo/my-images/68 ... 00002.jpg/
Floor 2
img
http://imageshack.us/photo/my-images/69 ... 00003.jpg/

Entrance: could use a flickering light here add a wire to the speaker, maybe give it some sparks.
Floor 1&2; the light models are a bit strange; are they on or are they off? If they're off; is there a darker skin? If they're on; try to mess around with sprites and light_spots to give them light. And as mentioned before; paper and boxes :biggrin:

But yeah, those are minor details, looking good :thumbup: can't wait to play it!

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Sejievan
232 Posts
Posted Jan 29, 2013
Replied 18 hours later
Thanks for the responses, i really liked the sugestions :smile: the lights are on btw, i guess that was this that was bothering me :lol:, talking about lights, I created two instances of sliding doors to make a little ease to place them in map, but after they keep flickering in black ingame sometimes and i don't know why, someone know why this happens and how to fix?
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CamBen
973 Posts
Posted Jan 29, 2013
Replied 4 hours later
I made instances of use activated sliding doors, they don't have too many lighting issues. Maybe try putting a dim light inside the alcove that the sliding door goes into.
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Lpfreaky90
2,842 Posts
Posted Jan 29, 2013
Replied 32 minutes later

Sejievan wrote:
Thanks for the responses, i really liked the sugestions :smile: the lights are on btw, i guess that was this that was bothering me :lol:, talking about lights, I created two instances of sliding doors to make a little ease to place them in map, but after they keep flickering in black ingame sometimes and i don't know why, someone know why this happens and how to fix?

Try to place an info_light(ing) a few (32-64) units away from the door and use it as the light source (you can set this in the prop_dynamic of the door) that should fix it. :smile:

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HMW
806 Posts
Posted Jan 29, 2013
Replied 3 hours later
For the lights, it usually works well to have a combination of light_spot and normal lights, so it casts some light all around, but most of it is directed downwards.

Here's one of mine as an example:

portal_light.png

The colours are:
spot: 255 247 217 300
normal: 255 247 217 30
I also used skin 1 of the model to match the light colour.

You will probably need darker colours, because this example is a switching light, and switching lights don't spread as well as normal ones. Just tweak it until it looks right!

(The green block_light brush is for simulating shadows around the fixture. It's not super important, just some extra detail that looks nice.)

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ChickenMobile
2,460 Posts
Posted Jan 29, 2013
Replied 7 hours later
3 lights? Holy kazoo.

What Valve does for those lights is put a thin strip just above the light (like that block light) and texture the bottom side with a light-emitting texture. Then tie it to a func_illusionary and make it invisible so you can't actually see it.

The end.

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Jepp
134 Posts
Posted Jan 30, 2013
Replied 17 hours later
Hey! Just wanted to do a quick announcement and ask if anyone want me working on any project of theirs? I'm pretty exited to start mapping again and if anyone's got any great ideas don't hesitate to contact me here on the forum and maybe we could team up! I got some previous work released, mostly coop, but I could totally do some singleplayer mapping also :smile:

Cheers!

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HMW
806 Posts
Posted Jan 30, 2013
Replied 19 minutes later

ChickenMobile wrote:
What Valve does for those lights is put a thin strip just above the light (like that block light) and texture the bottom side with a light-emitting texture. Then tie it to a func_illusionary and make it invisible so you can't actually see it.

That's also a good option. Probably even better if you don't need it to blink and/or switch off.

The only downside is that it requires an extra entity. (Is a func_illusionary better to use than a func_brush? I thought it was a leftover from the original Quake / Half-Life engine.)

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ChickenMobile
2,460 Posts
Posted Jan 30, 2013
Replied 8 hours later

HMW wrote:
The only downside is that it requires an extra entity. (Is a func_illusionary better to use than a func_brush? I thought it was a leftover from the original Quake / Half-Life engine.)

No idea, but a func_illusionary is naturally non-solid.
The wiki however states that a func_brush rules all.

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RectorRocks
522 Posts
Posted Jan 31, 2013
Replied 2 hours later

Jepp wrote:
Hey! Just wanted to do a quick announcement and ask if anyone want me working on any project of theirs? I'm pretty exited to start mapping again and if anyone's got any great ideas don't hesitate to contact me here on the forum and maybe we could team up! I got some previous work released, mostly coop, but I could totally do some singleplayer mapping also :smile:

Cheers!

Hey Jepp, perhaps you could help me with my upcoming single-player mappack Testing for Fun? :biggrin:
More details here: http://moddb.com/mods/testing-for-fun