The ThinkingWithPortals Map Showcasing Thread
yishbarr wrote:
beecake wrote:An underground room. It hasn't been used in a long time. Anything I should add?
Ehh, more models, hole in the ceiling, lights that actually have a source and observation rooms. Hope that's what fills up the emptiness.
Hm, define "Light that actually have a source". There's already a lightsource 
I added a broken observation room.
Also, what kind of models would be fitting? I can't really seem to find something that would fit.
Arachnaphob wrote:
- Pictures -
Not bad not bad
But i would enlarge the fog, (Because in art therapy you have more visibility than in the sp bts ![]()
beecake wrote:
yishbarr wrote:beecake wrote:
An underground room. It hasn't been used in a long time. Anything I should add?
Ehh, more models, hole in the ceiling, lights that actually have a source and observation rooms. Hope that's what fills up the emptiness.
Hm, define "Light that actually have a source". There's already a lightsource
I added a broken observation room.
Also, what kind of models would be fitting? I can't really seem to find something that would fit.
Props_destruction and foliage and the other stuff like squarebeams and vents. I probably didn't notice what you had there, but your chamber is quite plain for a realistically destructed chamber. But you REALLY need a hole in the ceiling. It's what makes the map look like it's been collapsed, and it's the most important factor in maps like this. It should be a big hole with stuff in it. Not too small and not too plain, and shows backpanels or sunlight or BTS.
beecake wrote:
yishbarr wrote:beecake wrote:
An underground room. It hasn't been used in a long time. Anything I should add?
Ehh, more models, hole in the ceiling, lights that actually have a source and observation rooms. Hope that's what fills up the emptiness.
Hm, define "Light that actually have a source". There's already a lightsource
I added a broken observation room.
Also, what kind of models would be fitting? I can't really seem to find something that would fit.
Ok, this post is a bit critical, proceed with caution.
-Never have a light strip as your main source of light. Your main source in an overgrown map should be your sexy-shadow-casting env_projectedtexture from a big collapsed hole in the ceiling. Light strips, in this theme, should really not be used for lighting at all but more for aesthetics.
-Some good models for the overgrown theme: In the model browser search "foliage", "debris_dest", "wall_dest", "rubble". Almost all models in the following picture come from these categories. Also, I can not stress how important global_ents is in this theme. The best fog type is the "destroyed" fog.
-This theme looks really appealing with broken walls using square beams and the concrete modular texture. Occasionally put in some slanted floors with bits and pieces broken out if it, but not too much. (you do have some broken floor in your screenshots which is good.) A good rule to follow is that an overgrown map should have about 30-40% of its brushes func_detailed.
-You need white space. It doesn't look like portals are really being used in the puzzle.

This is Chamber 5 from Portal 2. Notice about 40% of the space is white. The chamber fades smoothly away with the destroyed global_ents fog. If you look to the top right of the picture there is some good wall destruction to keep is interesting. Notice the askew square beam models and the concrete modular texture.
That's all from me, I know this comes off very critical and there's no way to change that. I highly recommend looking at some of the Valve maps, see what exact models, textures they use and where.
Good luck.


GHoST61 wrote:
Hello, here are few screenshots from one of my WHI maps.
For my honest opinion, the ramshackle colors make it look like something out of a preschool and the blue particle lights don't seem to have a source.
I will say the style is very unique though.
CamBen wrote:
GHoST61 wrote:Hello, here are few screenshots from one of my WHI maps.
For my honest opinion, the ramshackle colors make it look like something out of a preschool and the blue particle lights don't seem to have a source.
I will say the style is very unique though.
Blue particle lights do not have any models.
This is a mirror's edge inspired map.
FelixGriffin wrote:
That's because blue particle lights aren't lights. That's the effect from the end of a light bridge.
Exactly,
here are some more.




Still under heavy WIP.
Arachnaphob wrote:
This is my first Art Therapy styled map! It's still a HEAVY work in progress.
While it's not traditional Art Therapy, I think that looks really good ![]()
srs bsnss wrote:
Arachnaphob wrote:This is my first Art Therapy styled map! It's still a HEAVY work in progress.
While it's not traditional Art Therapy, I think that looks really good
Thanks! I've fixed up the fog and lighting so it resembles art therapy more. It's currently doing its final compile as I type this, so yay!
GHoST61 wrote:
here are some more.Still under heavy WIP.
Wow! I really like the 3rd and last pic. Keep up the good work!
Thank you, i like your work too.

I remember posting an old version of this key here before so here is an updated version, Portal 2 themed key.
GHoST61 wrote:
FelixGriffin wrote:That's because blue particle lights aren't lights. That's the effect from the end of a light bridge.
Exactly,
here are some more.
Still under heavy WIP.
i was wondering where you dissapeared to! i want to play this map really really badly, and part of the reason is the creative way the giant fan is used. finally sombody gets how to use it. 
mirror's edge aesthetics are perfect for this sort of thing.
better get some medge-like music to go with it.
tile wrote:
GHoST61 wrote:FelixGriffin wrote:
That's because blue particle lights aren't lights. That's the effect from the end of a light bridge.
Exactly,
here are some more.
img
img
img
Still under heavy WIP.i was wondering where you dissapeared to! i want to play this map really really badly, and part of the reason is the creative way the giant fan is used. finally sombody gets how to use it.
mirror's edge aesthetics are perfect for this sort of thing.better get some medge-like music to go with it.
Thank you, it's more than one map, that's why this might still take a bit more time to finish.
GHoST61 wrote:
[images]Thank you, it's more than one map, that's why this might still take a bit more time to finish.
That spiky-looking wall art, is that one texture, or is every colour a separate wall piece? (The latter may cause visual glitches and/or optimisation problems.)
It looks cool, although I think that the mix between stark solid colours and grungy / industrial textures is not ideal, especially in the first image. Maybe all it needs is some trim or detail around the edges between the clean and grungy styles.
FelixGriffin wrote:
http://cloud-3.steampowered.com/ugc/3299189016727495378/E1F3CAB8577AB02CC4B7553EBCF1CFFEFD80C7D4/
What have I done?!
Excellent question. Next question: is that a custom texture? Or 2 portals overlapping each other?
(Possible mirror prototype?)
A glitch in my Adhesion Gel script caused the portals to get stuck to each other and always appear in the same place. I still don't know why the portal placement restrictions didn't just make them disappear.
Idolon wrote:
Dr.Toaster Waffles wrote:I really liked Vestibule's floor destruction style so I did use it here. Hope you're okay with that, Idolon.
Sorry, I copyrighted my floor style. You'll have to pay a $150 royalty.
(just kidding, I'm actually pretty happy that someone's using my work as reference)
More Vestibule floor destruction! Will this picture be another $150?
It's almost done.

HMW wrote:
That spiky-looking wall art, is that one texture, or is every colour a separate wall piece? (The latter may cause visual glitches and/or optimisation problems.)It looks cool, although I think that the mix between stark solid colours and grungy / industrial textures is not ideal, especially in the first image. Maybe all it needs is some trim or detail around the edges between the clean and grungy styles.
There are no problems with optimization, the wall mirror's edge stylish looking thing is seperated textures (just colors) and they all use the same normal, so no glitches or optimization problem.
I test on low end setup too.
I was thinking about doing something like your suggestion, it's not easy to mix Portal 2 and Mirror's edge styles so need to do lots of thinking.
Thanks for the feedback.
Some WIP 3d skybox screenshots:


Edit: And another not yet finished area.
