Aesthetic Showcase [Version 2]
Quote from srs bsnss on February 3, 2013, 10:39 amFelixGriffin wrote:The easiest instance to use is p2editor/light_strip.vmf, others will require cutting holes in the walls.Oh my god I just wasted so much time cutting walls for my p2editor light strips
Oh my god I just wasted so much time cutting walls for my p2editor light strips

Quote from BenVlodgi on February 3, 2013, 7:26 pmAs for these updated images
why are there chairs in the test chamber?
they should only be in observation rooms, and observation rooms dont have testchamber walls or floors
... also there shouldn't be a portal to an observation room, the test subject could just escape!... oh wait, there are no doors, then how do the observers watch?... oh they use the portal, which the test subject is also using.... so the test subject could totally just go in the observation room, and use it to escape.... it doesn't make logical sense, and it clashes stylessrs bsnss wrote:FelixGriffin wrote:The easiest instance to use is p2editor/light_strip.vmf, others will require cutting holes in the walls.Oh my god I just wasted so much time cutting walls for my p2editor light strips
personally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.
As for these updated images
why are there chairs in the test chamber?
they should only be in observation rooms, and observation rooms dont have testchamber walls or floors
... also there shouldn't be a portal to an observation room, the test subject could just escape!... oh wait, there are no doors, then how do the observers watch?... oh they use the portal, which the test subject is also using.... so the test subject could totally just go in the observation room, and use it to escape.... it doesn't make logical sense, and it clashes styles
Oh my god I just wasted so much time cutting walls for my p2editor light strips
personally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.
Quote from srs bsnss on February 3, 2013, 9:10 pmBenVlodgi wrote:srs bsnss wrote:Oh my god I just wasted so much time cutting walls for my p2editor light stripspersonally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.
That's true, the initial release ones do have nicer lighting. Do you leave a large gap behind the lightstrip, (eg 32 units or something) or is it just a 32x128x1 gap? I'd been using the latter so cutting that out was quite a pain, and if they were in corners I'd have to make 1x128x1 brushes to seal leaks, which were uncomfortable to make, to say the least.

personally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.
That's true, the initial release ones do have nicer lighting. Do you leave a large gap behind the lightstrip, (eg 32 units or something) or is it just a 32x128x1 gap? I'd been using the latter so cutting that out was quite a pain, and if they were in corners I'd have to make 1x128x1 brushes to seal leaks, which were uncomfortable to make, to say the least.

Quote from BenVlodgi on February 3, 2013, 9:38 pmsrs bsnss wrote:BenVlodgi wrote:srs bsnss wrote:Oh my god I just wasted so much time cutting walls for my p2editor light stripspersonally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.
That's true, the initial release ones do have nicer lighting. Do you leave a large gap behind the lightstrip, (eg 32 units or something) or is it just a 32x128x1 gap? I'd been using the latter so cutting that out was quite a pain, and if they were in corners I'd have to make 1x128x1 brushes to seal leaks, which were uncomfortable to make, to say the least.
well aslong as there is a brush on every side, except the back, they dont leak.... the instances that end with _detail, dont have a back brush built in, and those are the ones I use on corner peices

personally I use the instances provided with the initial release, I like "cutting the holes " to make them fit, it makes them feel like they are in the chamber vs tossed on top. I also like the lighting that comes from those instances.
That's true, the initial release ones do have nicer lighting. Do you leave a large gap behind the lightstrip, (eg 32 units or something) or is it just a 32x128x1 gap? I'd been using the latter so cutting that out was quite a pain, and if they were in corners I'd have to make 1x128x1 brushes to seal leaks, which were uncomfortable to make, to say the least.
well aslong as there is a brush on every side, except the back, they dont leak.... the instances that end with _detail, dont have a back brush built in, and those are the ones I use on corner peices
Quote from Caden on February 3, 2013, 9:55 pmEr... you where only supposed to look at the first three pictures, the other ones are outdated; I added actual frames to the glass and improved the look a bit. As for the chairs, I'll be sure to get them out of the relaxation vault, Ben.
Thanks for the feedback on everything else, though! I'll be sure to push the walls back a bit so that the framework isn't sticking out of the wall.
As for the observation rooms... I should really put in a door in the 180x180 one. Also, the Portal Emitter in the large observation room would act as an efficient replacement for doors, and no, the player would not be able to portal into the rooms as the emitters are obviously not linked to the player's Portals.
For the lack of any missing panels on the ground or ceiling, that was the result of me only clipping a few walls to see what the community thought of them. I will get to work on adding (or subtracting really) panels on the other walls. Speaking of which... I found you can create some really nice effects by placing framework in the ceiling, where some BTS stuff is (with some tubes and stuff), and putting an env_projectedtexture with high shadow quality and light up there, shining down on the area.
Er... you where only supposed to look at the first three pictures, the other ones are outdated; I added actual frames to the glass and improved the look a bit. As for the chairs, I'll be sure to get them out of the relaxation vault, Ben.
Thanks for the feedback on everything else, though! I'll be sure to push the walls back a bit so that the framework isn't sticking out of the wall.
As for the observation rooms... I should really put in a door in the 180x180 one. Also, the Portal Emitter in the large observation room would act as an efficient replacement for doors, and no, the player would not be able to portal into the rooms as the emitters are obviously not linked to the player's Portals.
For the lack of any missing panels on the ground or ceiling, that was the result of me only clipping a few walls to see what the community thought of them. I will get to work on adding (or subtracting really) panels on the other walls. Speaking of which... I found you can create some really nice effects by placing framework in the ceiling, where some BTS stuff is (with some tubes and stuff), and putting an env_projectedtexture with high shadow quality and light up there, shining down on the area.

Quote from BenVlodgi on February 4, 2013, 9:45 amCaden wrote:Also, the Portal Emitter in the large observation room would act as an efficient replacement for doors, and no, the player would not be able to portal into the rooms as the emitters are obviously not linked to the player's Portals.Obviously?
its not obvious... Its a breach in style as well as game-play indication. It is up to you since you're the creator of the mod, but I question how much you know about those topics if you are going disregard some of their basic rules.
Obviously? its not obvious... Its a breach in style as well as game-play indication. It is up to you since you're the creator of the mod, but I question how much you know about those topics if you are going disregard some of their basic rules.
Quote from Caden on February 4, 2013, 5:36 pmBenVlodgi wrote:Caden wrote:Also, the Portal Emitter in the large observation room would act as an efficient replacement for doors, and no, the player would not be able to portal into the rooms as the emitters are obviously not linked to the player's Portals.Obviously? :notwant: its not obvious... Its a breach in style as well as game-play indication. It is up to you since you're the creator of the mod, but I question how much you know about those topics if you are going disregard some of their basic rules.
Fine then, I'll replace the Portal Emitters with doors. This doesn't take place in Aperture, so I was trying to break away from the Aperture feel.
Obviously? :notwant: its not obvious... Its a breach in style as well as game-play indication. It is up to you since you're the creator of the mod, but I question how much you know about those topics if you are going disregard some of their basic rules.
Fine then, I'll replace the Portal Emitters with doors. This doesn't take place in Aperture, so I was trying to break away from the Aperture feel.
Quote from Caden on February 4, 2013, 7:58 pmWhy is it that you guys are only pointing out the flaws in these pictures? I'm asking if you like the style I'm attempting to use. So can you point out the things that you like about it and not just the things that are wring with it? Speaking of which, I recently applied some of this to another map from my mod, so tell me what you think about this without completely being pessimistic.
http://steamcommunity.com/sharedfiles/f ... =125108460
http://steamcommunity.com/sharedfiles/f ... =125108453
Why is it that you guys are only pointing out the flaws in these pictures? I'm asking if you like the style I'm attempting to use. So can you point out the things that you like about it and not just the things that are wring with it? Speaking of which, I recently applied some of this to another map from my mod, so tell me what you think about this without completely being pessimistic.
http://steamcommunity.com/sharedfiles/f ... =125108460
http://steamcommunity.com/sharedfiles/f ... =125108453
Quote from Lpfreaky90 on February 4, 2013, 8:39 pmCaden wrote:Why is it that you guys are only pointing out the flaws in these pictures? I'm asking if you like the style I'm attempting to use. So can you point out the things that you like about it and not just the things that are wring with it? Speaking of which, I recently applied some of this to another map from my mod, so tell me what you think about this without completely being pessimistic.http://steamcommunity.com/sharedfiles/f ... =125108460
http://steamcommunity.com/sharedfiles/f ... =125108453It's not that we're trying to make you depressed or anything, it's just that we point out things you can improve. That'll only make your maps better!
I love the projected textures on the white walls, they look splendid! Personally I'd make the top area with the pipes a bit darker, but it also breaks up the scenery
http://steamcommunity.com/sharedfiles/f ... =125108460
http://steamcommunity.com/sharedfiles/f ... =125108453
It's not that we're trying to make you depressed or anything, it's just that we point out things you can improve. That'll only make your maps better!
I love the projected textures on the white walls, they look splendid! Personally I'd make the top area with the pipes a bit darker, but it also breaks up the scenery
Quote from portal2tenacious on February 4, 2013, 8:46 pmIn the second screenshot, you have a tile texture on the inside of the walls where it broke. It would be better to use a plastic or squarebeam texture there.
In the second screenshot, you have a tile texture on the inside of the walls where it broke. It would be better to use a plastic or squarebeam texture there.