The ThinkingWithPortals Map Showcasing Thread

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iWork925
1,080 Posts
Posted Mar 06, 2014
Replied 34 minutes later

yishbarr wrote:
Yeah, but there are also more compact chambers.

I disagree.

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reepblue
894 Posts
Posted Mar 07, 2014
Replied 9 hours later

FelixGriffin wrote:
It might be interesting if you changed the laser models to energy pellet models (while keeping the laser; just the model chanes).

Why would I do that? There are energy ball stuff and laser stuff.

TeamSpen210 wrote:
Use RenderMode=10 to make the laser model invisible while stopping the particles from appearing at the origin.

Dunno what you are talking about here. Why would I want the models to be invisible? And I don't have particles at the origin.

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User
630 Posts
Posted Mar 07, 2014
Replied 31 minutes later

reepblue wrote:
Why would I want the models to be invisible?

They mean, that the laser would come from the energy ball emitter, so you can make the laser invisible and put a energy ball emitter (model) at that place. I think

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reepblue
894 Posts
Posted Mar 07, 2014
Replied 21 minutes later

TheTobbell wrote:
reepblue wrote:

Why would I want the models to be invisible?

They mean, that the laser would come from the energy ball emitter, so you can make the laser invisible and put a energy ball emitter (model) at that place. I think

Still don't get it. This is the first game, dunno about this talk about energy ball stuff.

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FelixGriffin
2,680 Posts
Posted Mar 07, 2014
Replied 4 minutes later
We were saying that you could use energy ball models for the laser apparatus, but that won't work because you also want to use energy balls.
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iWork925
1,080 Posts
Posted Mar 07, 2014
Replied 2 hours later

FelixGriffin wrote:
We were saying that you could use energy ball models for the laser apparatus, but that won't work because you also want to use energy balls.

Then use the laser models as the energy ball models. It makes perfect sense.

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FelixGriffin
2,680 Posts
Posted Mar 07, 2014
Replied 1 hour later

iWork925 wrote:
FelixGriffin wrote:

We were saying that you could use energy ball models for the laser apparatus, but that won't work because you also want to use energy balls.

Then use the laser models as the energy ball models. It makes perfect sense.

Of course! I'm perversely tempted to change the models in the BEE2 instances and watch the results.

On an unrelated note, do any official maps use lasers in the underground areas? Obviously this doesn't happen in SP, but I know light-bridges are used in underground co-op maps.

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reepblue
894 Posts
Posted Mar 07, 2014
Replied 45 minutes later

FelixGriffin wrote:
On an unrelated note, do any official maps use lasers in the underground areas? Obviously this doesn't happen in SP, but I know light-bridges are used in underground co-op maps.

Yes, in the coop maps there sure were lasers, among other stuff in the underground area.

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User
630 Posts
Posted Mar 07, 2014
Replied 1 hour later

FelixGriffin wrote:
On an unrelated note, do any official maps use lasers in the underground areas?

I remember the map, where you must burn some turrets (ofcourse with the laser) with a laser cube while flinging, in a coop map.

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TeamSpen210
608 Posts
Posted Mar 07, 2014
Replied 1 hour later
The example coop map (mp_coop_paint_red_racer) has a laser in a little booth to the left.
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Arachnaphob
412 Posts
Posted Mar 07, 2014
Replied 1 hour later
Well since this whole thread has derailed, here I am to get it back on track.

Anyways, I'm working on an instance pack. Here are some screens of the instances placed together. Most of the are curretly only hallway segments. Do note that all of these pictures, except for the first, are 100% instances. In the first picture, only the floor isn't an instance.

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TeamSpen210
608 Posts
Posted Mar 07, 2014
Replied 17 minutes later
Those look very nice!
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tile
380 Posts
Posted Mar 08, 2014
Replied 19 hours later

reepblue wrote:
FelixGriffin wrote:

It might be interesting if you changed the laser models to energy pellet models (while keeping the laser; just the model chanes).

Why would I do that? There are energy ball stuff and laser stuff.

TeamSpen210 wrote:

Use RenderMode=10 to make the laser model invisible while stopping the particles from appearing at the origin.

Dunno what you are talking about here. Why would I want the models to be invisible? And I don't have particles at the origin.

try downloading my underground style instances, compiling the Tbeam instance into a map with buttons to activate it with, and seeing for yourself what we are talking about. my instances use the exact same technique to give the modern elements an underground style look.

Underground styled test elements

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d3m0l1sh3r
26 Posts
Posted Mar 09, 2014
Replied 1 day later
Hight Energy Pellet Storage Cube redone
http://www.youtube.com/watch?v=t_ZGoGZsKHs
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User
630 Posts
Posted Mar 09, 2014
Replied 59 minutes later

d3m0l1sh3r wrote:
Hight Energy Pellet Storage Cube redone

Thats very interesting! nice cube model

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CamBen
973 Posts
Posted Mar 09, 2014
Replied 4 hours later
Looks kewl
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srs bsnss
552 Posts
Posted Mar 10, 2014
Replied 7 hours later

d3m0l1sh3r wrote:
Hight Energy Pellet Storage Cube redone
http://www.youtube.com/watch?v=t_ZGoGZsKHs

Wow, that looks really interesting; I could see that leading to some good puzzles.

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tile
380 Posts
Posted Mar 15, 2014
Replied 5 days later

http://h2fgamedev.blogspot.com/2014/03/ ... again.html

EDIT: Page 128! time to celebrate reaching a power of 2! next: 256

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Arachnaphob
412 Posts
Posted Mar 16, 2014
Replied 32 minutes later

tile wrote:
http://h2fgamedev.blogspot.com/2014/03/iris-mod-map-2-updatesagain.html

That's looking nice! It may look even better with more pipes, wires, a bit of wall pillars (AKA mini vertical brushes against the wall, mostly in offices), and lots more stain/destruction overlays.
Keep it up!

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Gemarakup
1,183 Posts
Posted Mar 16, 2014
Replied 12 minutes later
It's unique and strange.