The ThinkingWithPortals Map Showcasing Thread
Quote from HMW on March 23, 2013, 5:06 pmNaulziator wrote:Hey! I have a group of glass tiles you guys might want to use in the future. I'm in the process of finishing the larger grid sizes (64, 128) but all my 16 and 32 tiles are ready.
[image]
Now, if I can get help on some pattern ideas, that would be great. Just make sketches. I'll finalize on Photoshop with my template PSD.Update: Got all 'grid' sizes from 16 to 128 done.
[image]Looks cool! Very similar to the style I'm planning to use for later Sendificate maps.
Are the tiles themselves models or brushes?
[image]
Now, if I can get help on some pattern ideas, that would be great. Just make sketches. I'll finalize on Photoshop with my template PSD.
Update: Got all 'grid' sizes from 16 to 128 done.
[image]
Looks cool! Very similar to the style I'm planning to use for later Sendificate maps.
Are the tiles themselves models or brushes?
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from srs bsnss on March 24, 2013, 2:09 amNaulziator wrote:The collapsed observation room gives a unique feel to the 'destroyed' theme in your snapshot. It's too bad you don't see that form of detail in the official game.If I remember correctly it was actually done in 'sp_a2_dual_lasers', albeit almost unnoticeably.
If I remember correctly it was actually done in 'sp_a2_dual_lasers', albeit almost unnoticeably.
Quote from Idolon on March 24, 2013, 9:37 amsrs bsnss wrote:If I remember correctly it was actually done in 'sp_a2_dual_lasers', albeit almost unnoticeably.Yep! Also sp_a2_catapult_intro.
Yep! Also sp_a2_catapult_intro.
Quote from FireFusorf on March 26, 2013, 4:12 pmNot as beatiful as Idolon's map, but technically interesting :
http://www.youtube.com/watch?v=HClbHaNtA8c
Not as beatiful as Idolon's map, but technically interesting :
http://www.youtube.com/watch?v=HClbHaNtA8c

Quote from Gemarakup on March 27, 2013, 4:37 amVery nice, but I think it's a bit unstable if you use world portals and catapults. Rather use a trigger gravity or whatever, because you don't want players touching the upper room. There's another guy called SE51, and he made something with this already so I think your idea is "stolen". But, I'm waiting to see the maps you make with this.
Very nice, but I think it's a bit unstable if you use world portals and catapults. Rather use a trigger gravity or whatever, because you don't want players touching the upper room. There's another guy called SE51, and he made something with this already so I think your idea is "stolen". But, I'm waiting to see the maps you make with this.
Quote from FireFusorf on March 27, 2013, 9:59 amActually not "stolen" because I made this without knowing this had been alerady done
Also, players can freely navigate trough the room because the world portals only activates when the button is pressed
Actually not "stolen" because I made this without knowing this had been alerady done
Also, players can freely navigate trough the room because the world portals only activates when the button is pressed

Quote from Gemarakup on March 27, 2013, 10:27 amWait, then how can you see the upper room if the portal is only enabled on button pressed? (Also, I meant for example that a player would shoot a portal on the higher part of the white surface and shoot another below and enter and jump, and touch the upper room so the effect of the trigger_catapult pushes the player to the bottom room).
Wait, then how can you see the upper room if the portal is only enabled on button pressed? (Also, I meant for example that a player would shoot a portal on the higher part of the white surface and shoot another below and enter and jump, and touch the upper room so the effect of the trigger_catapult pushes the player to the bottom room).
Quote from FireFusorf on March 27, 2013, 1:24 pmIt's difficult to explain... Here is the Vmf so you guys can understand
http://www.mediafire.com/?2511ep27djnk4p4
It's difficult to explain... Here is the Vmf so you guys can understand
http://www.mediafire.com/?2511ep27djnk4p4
Quote from srs bsnss on March 29, 2013, 3:51 amThat's actually quite cool.
![]()
I had a look at the .vmf, and although I assume this is just a test map,I had a play around and found some things worth changing. I've attached the edited .vmf, which you can take notes from if you want. Or not. Do whatever
![]()
Changes
[spoiler]I made a few small changes, such as func_detailing a few things (It went from 20-something visleaves to just 4), but the main thing was removing the upper half of each room. If you set the linked_portal_door to 'Start Active', you don't need to enable or disable it and the effect is still seamless. I had to put a 16 unit high brush between the walls and the edge of the roof on all the sides to prevent a white line in the transition, but other than that it looks exactly the same. Plus, you don't have to have two of everything, which can make a big difference in optimization.
I also reduced the timer on the buttons, from 2 seconds to 1 second, because it's possible to press the other button before the first one resets, causing the player to 'bounce' between the trigger_catapults.I also 'nodrawed' a bunch of textures and removed the big box around the map.[/spoiler]
That's actually quite cool.
I had a look at the .vmf, and although I assume this is just a test map,I had a play around and found some things worth changing. I've attached the edited .vmf, which you can take notes from if you want. Or not. Do whatever
Changes
I also reduced the timer on the buttons, from 2 seconds to 1 second, because it's possible to press the other button before the first one resets, causing the player to 'bounce' between the trigger_catapults.
I also 'nodrawed' a bunch of textures and removed the big box around the map.
Quote from FireFusorf on March 29, 2013, 3:19 pmThis is a great modification
I didn'nt know that the buttons set to 2 seconds caused a glich, thank you for fixing it. Concerning optimisations, I forgot to remove the big box... I used it to prevent leaks when I was setting the world portals position.
And as this is a small test map, I didn'nt want to lose my time on nodrawing ><![]()
Now the interesting part of my post
![]()
-Should I activate the catapults to affect cubes ? in other words, should the gravity only affect players ?
-The reason I kept the 2 rooms complete and timed the world portals is that if all the room was white, the player could teleport to the other room by shooting a portal on the roof.But these configurations depends on what you want to do with your test I think
This is a great modification I didn'nt know that the buttons set to 2 seconds caused a glich, thank you for fixing it. Concerning optimisations, I forgot to remove the big box... I used it to prevent leaks when I was setting the world portals position.
And as this is a small test map, I didn'nt want to lose my time on nodrawing ><
Now the interesting part of my post
-Should I activate the catapults to affect cubes ? in other words, should the gravity only affect players ?
-The reason I kept the 2 rooms complete and timed the world portals is that if all the room was white, the player could teleport to the other room by shooting a portal on the roof.
But these configurations depends on what you want to do with your test I think