The ThinkingWithPortals Map Showcasing Thread

Quote from josepezdj on June 14, 2013, 4:15 am@RectorRocks: yeah, you are probably right, thanks for the comment. You're not the first one who points that out, Lp and Sickle already did yesterday. I added extra lights in order to raise the overall lighting because I thought it was too dimmed, lol... I'll play with the contrast later today
...as I mentioned I'm dealing with lighting right now, so it's not definitive. Also maybe you're liking more the first pic because it has black textures in, they look great with the warm lights (I prefer those over the white ones). Usually the mixture of white and black destroyed textures allows you a more rich environment than if you try to keep the white ones all over like in this case...
@Fluppy. thanks for the kind comments mate
Fluppy wrote:I also really like the idea of using only white walls because a lot of people limit the amount of white walls in order to prevent unintended solution. But if your puzzle can't be skipped even if player is allowed to place portals anywhere, your puzzle design is probably very good.THAT is the magic of the original White Room!
I loved the idea of having a completely white room where, as you said, many flings and crazy stuff is possible (amazing video-shorcuts btw
) and still build a solid and challenging puzzle! But ALL merit here goes to Toncica! Indeed the original one is clean and elegant, while mine might be a bit more twisted
As I mentioned I had to destroy certain (lot of) walls in the extra area to avoid portals on, and I guess this kind of breaks the rules >.< !!
@RectorRocks: yeah, you are probably right, thanks for the comment. You're not the first one who points that out, Lp and Sickle already did yesterday. I added extra lights in order to raise the overall lighting because I thought it was too dimmed, lol... I'll play with the contrast later today ...as I mentioned I'm dealing with lighting right now, so it's not definitive. Also maybe you're liking more the first pic because it has black textures in, they look great with the warm lights (I prefer those over the white ones). Usually the mixture of white and black destroyed textures allows you a more rich environment than if you try to keep the white ones all over like in this case...
@Fluppy. thanks for the kind comments mate
THAT is the magic of the original White Room! I loved the idea of having a completely white room where, as you said, many flings and crazy stuff is possible (amazing video-shorcuts btw
) and still build a solid and challenging puzzle! But ALL merit here goes to Toncica! Indeed the original one is clean and elegant, while mine might be a bit more twisted
As I mentioned I had to destroy certain (lot of) walls in the extra area to avoid portals on, and I guess this kind of breaks the rules >.< !!
Quote from LoneWolf2056 on June 14, 2013, 9:11 amWow that looks really awesome Jose
Guess you are the new master of destruction
The bottom left is my favourite picture, love the obs room broken in half.I do agree with the others that apart from the first picture its a little too bright, still looks epic though.
Wow that looks really awesome Jose Guess you are the new master of destruction
The bottom left is my favourite picture, love the obs room broken in half.
I do agree with the others that apart from the first picture its a little too bright, still looks epic though.
Quote from srs bsnss on June 14, 2013, 9:52 amjosepezdj wrote:Hey guys! I wanted to share how my remix of Toncica's "White Room" it's looking like so far. I'm finishing lighting and detailing a bit more and I need to finish the easter egg area![]()
I know it's a bit too destroyed, but let me explain this: since the original map is called "white room" because of the absence of black tiles, I challenged myself to keep that idea from the beginning, so there isn't any black tile into the map except for the entry part (same as the original); this forced me to destroy certain walls in an "extra" area that I made as a way to avoid portals from being opened >.< And I decided to take this chance to make a destroyed/overgrown style map... because from all the orignal themes this is my favourite!
Any suggestions or comments are highly appreciated
Wow! That looks amazing! Attention to detail is fantastic. Perhaps a bit bright, but that's arguable.

I know it's a bit too destroyed, but let me explain this: since the original map is called "white room" because of the absence of black tiles, I challenged myself to keep that idea from the beginning, so there isn't any black tile into the map except for the entry part (same as the original); this forced me to destroy certain walls in an "extra" area that I made as a way to avoid portals from being opened >.< And I decided to take this chance to make a destroyed/overgrown style map... because from all the orignal themes this is my favourite!
Any suggestions or comments are highly appreciated
Wow! That looks amazing! Attention to detail is fantastic. Perhaps a bit bright, but that's arguable.
Quote from iWork925 on June 15, 2013, 11:30 amDestoryed/Overgrown needs harsher shadows. More contrast!
Destoryed/Overgrown needs harsher shadows. More contrast!

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from LoneWolf2056 on June 15, 2013, 7:38 pmSome destroyed detailing for Portal Stories: Mel, btw this chamber is tilted about 4 degrees or so.
Some destroyed detailing for Portal Stories: Mel, btw this chamber is tilted about 4 degrees or so.
Quote from RubyCarbuncIe on June 15, 2013, 11:55 pmTrying to get back into map making, I've been out of it for a long while. I found this old side scrolling project I was working on, I decided to show it so that maybe someone more experienced with how some of this stuff works would like to take a crack at it.
[spoiler]http://www.youtube.com/watch?v=JwcBNJxnnss&feature=youtu.be[/spoiler]
Before, I couldn't get Chell's thirdperson model to show up, so I made an attempt to bind a model to the player, that worked, sort of. The camera still needed work, as well as limiting the player's movements to only the A and D keys, because moving up and down would mess up the player's position on the map.
I doubt I'll ever finish this before I go onto other projects, so if anyone wants to expand on this idea, then they can go right ahead.
I've been looking through the pages here, and I see some very promising looking maps from everyone. Keep up the good work!
Trying to get back into map making, I've been out of it for a long while. I found this old side scrolling project I was working on, I decided to show it so that maybe someone more experienced with how some of this stuff works would like to take a crack at it.
Before, I couldn't get Chell's thirdperson model to show up, so I made an attempt to bind a model to the player, that worked, sort of. The camera still needed work, as well as limiting the player's movements to only the A and D keys, because moving up and down would mess up the player's position on the map.
I doubt I'll ever finish this before I go onto other projects, so if anyone wants to expand on this idea, then they can go right ahead.
I've been looking through the pages here, and I see some very promising looking maps from everyone. Keep up the good work!
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from iWork925 on June 16, 2013, 7:48 amWould totally play the crap out of that.
Would totally play the crap out of that.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

Quote from Sejievan on June 16, 2013, 10:03 amRubyCarbuncIe wrote:Trying to get back into map making, I've been out of it for a long while. I found this old side scrolling project I was working on, I decided to show it so that maybe someone more experienced with how some of this stuff works would like to take a crack at it.[spoiler]http://www.youtube.com/watch?v=JwcBNJxnnss&feature=youtu.be[/spoiler]
Before, I couldn't get Chell's thirdperson model to show up, so I made an attempt to bind a model to the player, that worked, sort of. The camera still needed work, as well as limiting the player's movements to only the A and D keys, because moving up and down would mess up the player's position on the map.
I doubt I'll ever finish this before I go onto other projects, so if anyone wants to expand on this idea, then they can go right ahead.
I've been looking through the pages here, and I see some very promising looking maps from everyone. Keep up the good work!
Man that's pretty cool!!!! you have to finish that.
Before, I couldn't get Chell's thirdperson model to show up, so I made an attempt to bind a model to the player, that worked, sort of. The camera still needed work, as well as limiting the player's movements to only the A and D keys, because moving up and down would mess up the player's position on the map.
I doubt I'll ever finish this before I go onto other projects, so if anyone wants to expand on this idea, then they can go right ahead.
I've been looking through the pages here, and I see some very promising looking maps from everyone. Keep up the good work!
Man that's pretty cool!!!! you have to finish that.

Quote from josepezdj on June 17, 2013, 3:21 amOK, I've been playing with the lighting contrast and it is becoming to look much more interesting!
Thanks to all for the suggestions
![]()
@Lonewolf: those screenies are impressive, as usual! YOU are the master of destruction, no doubt about that.
OK, I've been playing with the lighting contrast and it is becoming to look much more interesting!
Thanks to all for the suggestions
@Lonewolf: those screenies are impressive, as usual! YOU are the master of destruction, no doubt about that.
Quote from iWork925 on June 17, 2013, 6:48 amMuch better. Last image seems to have a lack of shadows though.
Much better. Last image seems to have a lack of shadows though.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."