The ThinkingWithPortals Map Showcasing Thread

Quote from josepezdj on May 23, 2013, 10:08 am@portal2tenacious:
Pic 1: Add some cables to those tiles "in the air" to give realism to their hung out. Move a bit those vines too to make them look like they're actually coming from the above part of the ceiling. Add more squarebeams in the middle way up to the env_projectedtexture so that they got spotted on the floor too
And finally, I think the lighting is too much spreaded, it gives the room a too homogenic light (a little too closed to a mat_fullbright)... maybe reducing the projectedtexture FOV a little, or maybe reducing the number of the rest light entities around
OOOR maybe trying a much more subtle fog.
Pic 2: Again, the lighting, man. Same problem as above.
Pic 3: Same as pic 1. About that goo, I'd suggest you to change the material: that toxicslime is intended for deeper ponds
Try water_glados_01.vmt or water_glados_01_cheap.vmt.
Pic 4: Same about lighting than in previous pictures. Same about that goo... Rest is fine. Only tiny final detail is that you should divide the fizzlers in 3 parts in order to avoid the edges from stretching
Pic 5: THAT is the water I mean above!
Only complaint here is again the overall lighting/fog
Pic 6: Looking good but, lighting again...
Pic 7: Looking good
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Pic 8: This looks amazing!
But maybe you should lower the orange mood of that lighting projected to the glass window, lighter orange or pale yellow looks more realistic outside lights.
Pic 9: Again too much homogeneity in the light/fog. That pool should not be such squarey, and its edges should be a bit destroyed too. The goo is lacking from reflections/cubemaps and looks odd. But the rest is looking very good.
Do you think it was detailed enough?
Seriously, everything looks awesome so far, but you need to improve the lighting over all. Cheer up!
@portal2tenacious:
Pic 1: Add some cables to those tiles "in the air" to give realism to their hung out. Move a bit those vines too to make them look like they're actually coming from the above part of the ceiling. Add more squarebeams in the middle way up to the env_projectedtexture so that they got spotted on the floor too And finally, I think the lighting is too much spreaded, it gives the room a too homogenic light (a little too closed to a mat_fullbright)... maybe reducing the projectedtexture FOV a little, or maybe reducing the number of the rest light entities around
OOOR maybe trying a much more subtle fog.
Pic 2: Again, the lighting, man. Same problem as above.
Pic 3: Same as pic 1. About that goo, I'd suggest you to change the material: that toxicslime is intended for deeper ponds Try water_glados_01.vmt or water_glados_01_cheap.vmt.
Pic 4: Same about lighting than in previous pictures. Same about that goo... Rest is fine. Only tiny final detail is that you should divide the fizzlers in 3 parts in order to avoid the edges from stretching
Pic 5: THAT is the water I mean above! Only complaint here is again the overall lighting/fog
Pic 6: Looking good but, lighting again...
Pic 7: Looking good
Pic 8: This looks amazing! But maybe you should lower the orange mood of that lighting projected to the glass window, lighter orange or pale yellow looks more realistic outside lights.
Pic 9: Again too much homogeneity in the light/fog. That pool should not be such squarey, and its edges should be a bit destroyed too. The goo is lacking from reflections/cubemaps and looks odd. But the rest is looking very good.
Do you think it was detailed enough? Seriously, everything looks awesome so far, but you need to improve the lighting over all. Cheer up!
Quote from portal2tenacious on May 23, 2013, 3:06 pm@ChickenMobile: The shadow is coming from the ceiling, I just have a very wide fov from the env_projected_texture. I'm just about to fix that.
@Josepezdj: Deleting some lights and adding some fog. Also lowering env_projected_texture fov
I think those were the things that I couldn't find. Thanks for pointing those out for me.
@ChickenMobile: The shadow is coming from the ceiling, I just have a very wide fov from the env_projected_texture. I'm just about to fix that.
@Josepezdj: Deleting some lights and adding some fog. Also lowering env_projected_texture fov
I think those were the things that I couldn't find. Thanks for pointing those out for me.
Quote from tile on May 25, 2013, 10:51 amit's not much,but it's an interesting new style. this is the first room (the "wake up" room, as i would name it) in my new mod/map pack iris. it's not going to have a moddb page yet, but what do you all think? It's not a destroyed theme btw, it's actually supposed to be that the plants are supposed to grow there, like a green house kind of, and the facility is still in perfect working condition.
EDIT:
almost forgot lol. here:
and, also, this is a pic of [SP] Project: basement. you can download the VMF here: [SP] Project: basement
it's not much,but it's an interesting new style. this is the first room (the "wake up" room, as i would name it) in my new mod/map pack iris. it's not going to have a moddb page yet, but what do you all think? It's not a destroyed theme btw, it's actually supposed to be that the plants are supposed to grow there, like a green house kind of, and the facility is still in perfect working condition.
EDIT: almost forgot lol. here:
and, also, this is a pic of [SP] Project: basement. you can download the VMF here: [SP] Project: basement
Quote from LoneWolf2056 on May 25, 2013, 12:56 pmLooks really cool
But if its not destroyed theme, why have you used the broken version of the tiles?
Looks really cool But if its not destroyed theme, why have you used the broken version of the tiles?
Quote from FelixGriffin on May 25, 2013, 1:17 pmLoneWolf2056 wrote:Looks really coolBut if its not destroyed theme, why have you used the broken version of the tiles?
^This.
Also, the beds look a bit out of place, and too much of the skybox shows. I'd recommend using an actual skybox rather than sky_white.

^This.
Also, the beds look a bit out of place, and too much of the skybox shows. I'd recommend using an actual skybox rather than sky_white.
Quote from tile on May 25, 2013, 6:26 pmFelixGriffin wrote:Also, the beds look a bit out of place, and too much of the skybox shows. I'd recommend using an actual skybox rather than sky_white.actual skyboxes can be a pain sometimes, because they are always custom made, but you definetely have a point there. a big white hole in the ceiling looks bad. i'll figure out something to fix that. as for the "beds", you're also correct there as well. the wake-up sequence right now is crap anyways due to the beds' akward verticle positioning (it's a camera parented to an invisible robot arm model LOL.) thanks for those suggestions.
LoneWolf2056 wrote:Looks really coolBut if its not destroyed theme, why have you used the broken version of the tiles?
i thought it looked more like a greenhouse looks. shiny black metal tiles wouldn't fit with vines growing on them. but, hey, you might have a point there. looks this room is gonna be re-designed soon! thanks for the feedback guys, really appreciate it.
actual skyboxes can be a pain sometimes, because they are always custom made, but you definetely have a point there. a big white hole in the ceiling looks bad. i'll figure out something to fix that. as for the "beds", you're also correct there as well. the wake-up sequence right now is crap anyways due to the beds' akward verticle positioning (it's a camera parented to an invisible robot arm model LOL.) thanks for those suggestions.

i thought it looked more like a greenhouse looks. shiny black metal tiles wouldn't fit with vines growing on them. but, hey, you might have a point there. looks this room is gonna be re-designed soon! thanks for the feedback guys, really appreciate it.
Quote from FelixGriffin on May 25, 2013, 7:57 pmtile wrote:FelixGriffin wrote:Also, the beds look a bit out of place, and too much of the skybox shows. I'd recommend using an actual skybox rather than sky_white.actual skyboxes can be a pain sometimes, because they are always custom made, but you definetely have a point there. a big white hole in the ceiling looks bad. i'll figure out something to fix that. as for the "beds", you're also correct there as well. the wake-up sequence right now is crap anyways due to the beds' akward verticle positioning (it's a camera parented to an invisible robot arm model LOL.) thanks for those suggestions.
Look in the FGEMOD, there are several skyboxes from HL2 and GameBanana that have been converted to the Portal 2 format. I think I provided light_environment settings as well.
actual skyboxes can be a pain sometimes, because they are always custom made, but you definetely have a point there. a big white hole in the ceiling looks bad. i'll figure out something to fix that. as for the "beds", you're also correct there as well. the wake-up sequence right now is crap anyways due to the beds' akward verticle positioning (it's a camera parented to an invisible robot arm model LOL.) thanks for those suggestions.
Look in the FGEMOD, there are several skyboxes from HL2 and GameBanana that have been converted to the Portal 2 format. I think I provided light_environment settings as well.
Quote from tile on May 25, 2013, 8:25 pmFelixGriffin wrote:tile wrote:FelixGriffin wrote:Also, the beds look a bit out of place, and too much of the skybox shows. I'd recommend using an actual skybox rather than sky_white.actual skyboxes can be a pain sometimes, because they are always custom made, but you definetely have a point there. a big white hole in the ceiling looks bad. i'll figure out something to fix that. as for the "beds", you're also correct there as well. the wake-up sequence right now is crap anyways due to the beds' akward verticle positioning (it's a camera parented to an invisible robot arm model LOL.) thanks for those suggestions.
Look in the FGEMOD, there are several skyboxes from HL2 and GameBanana that have been converted to the Portal 2 format. I think I provided light_environment settings as well.
i think i got the wrong thread or something, because there arent any in the FGEMOD i downloaded. edit with link plz?
actual skyboxes can be a pain sometimes, because they are always custom made, but you definetely have a point there. a big white hole in the ceiling looks bad. i'll figure out something to fix that. as for the "beds", you're also correct there as well. the wake-up sequence right now is crap anyways due to the beds' akward verticle positioning (it's a camera parented to an invisible robot arm model LOL.) thanks for those suggestions.
Look in the FGEMOD, there are several skyboxes from HL2 and GameBanana that have been converted to the Portal 2 format. I think I provided light_environment settings as well.
i think i got the wrong thread or something, because there arent any in the FGEMOD i downloaded. edit with link plz?
Quote from FelixGriffin on May 25, 2013, 11:01 pmReally? I thought I had included some in materials/skybox for use with the Skybox Wall item...
Really? I thought I had included some in materials/skybox for use with the Skybox Wall item...
Quote from tile on May 26, 2013, 7:43 pmFelixGriffin wrote:Really? I thought I had included some in materials/skybox for use with the Skybox Wall item...nope. there's not a materialsskybox directory there, just the materialsmodels directory. im making a wild guess, but i'm thinking you made the skybox wall item only use default skys...
nope. there's not a materialsskybox directory there, just the materialsmodels directory. im making a wild guess, but i'm thinking you made the skybox wall item only use default skys...