The ThinkingWithPortals Map Showcasing Thread
Quote from Lpfreaky90 on July 5, 2013, 8:18 pmTheTobbell wrote:That pillar is unrealistically thick; from what I see it's 128 units in diameter.
To give you an idea how big that is; the dev textures give 64 units as a default corridor width.
That means that the pillar is twice de width of a normal corridor. That's insanely wide.
Making it half or even a fourth of that would be lot more realistic.Then there is the computer model flipped upside down stuck half in to the floor... What were you doing?
Then there is the broken ceiling. There's a lot of stuff laying on the floor; which would indicate it fell down. However; you can still see ceiling texture; there would be no way that could've fallen down.
Those are my major issues with it right now
You might want to look in to it
That pillar is unrealistically thick; from what I see it's 128 units in diameter.
To give you an idea how big that is; the dev textures give 64 units as a default corridor width.
That means that the pillar is twice de width of a normal corridor. That's insanely wide.
Making it half or even a fourth of that would be lot more realistic.
Then there is the computer model flipped upside down stuck half in to the floor... What were you doing?
Then there is the broken ceiling. There's a lot of stuff laying on the floor; which would indicate it fell down. However; you can still see ceiling texture; there would be no way that could've fallen down.
Those are my major issues with it right now
You might want to look in to it ![]()
Quote from Lpfreaky90 on July 5, 2013, 8:19 pmIdolon wrote:Looks a bit dully textured at the moment but I'm really curious what you're doing there!
Looks a bit dully textured at the moment but I'm really curious what you're doing there! ![]()
Quote from User on July 6, 2013, 4:36 amLpfreaky90 wrote:TheTobbell wrote:That pillar is unrealistically thick; from what I see it's 128 units in diameter.
To give you an idea how big that is; the dev textures give 64 units as a default corridor width.
That means that the pillar is twice de width of a normal corridor. That's insanely wide.
Making it half or even a fourth of that would be lot more realistic.The room is a little bit larger, i had a smaller pillar, but this doesnt loocked good (Or this picture looks better that the old with the smaller one) And behind the pillar (not on Picture) is a Cave johnson portrait that doesnt fit on the smaller pillar.
![]()
(But thanks anyway^^)Lpfreaky90 wrote:Then there is the computer model flipped upside down stuck half in to the floor... What were you doing?Sry, but which Model do you mean? I dont see any Model that stucks in the floor.. (Or do you mean the printer who is 2 units in the floor?)
Lpfreaky90 wrote:Then there is the broken ceiling. There's a lot of stuff laying on the floor; which would indicate it fell down. However; you can still see ceiling texture; there would be no way that could've fallen down.This "a lot of stuff" comes from the ceiling where is a hole with panels you see? This metalplates and stuff are fallen down through the hole at the ceiling,
Lpfreaky90 wrote:Those are my major issues with it right nowYou might want to look in to it
Yes thanks for that and your feedback!
(I really need some feedback of this room ^^) But i want to know exactly what you mean with the issues ^^
That pillar is unrealistically thick; from what I see it's 128 units in diameter.
To give you an idea how big that is; the dev textures give 64 units as a default corridor width.
That means that the pillar is twice de width of a normal corridor. That's insanely wide.
Making it half or even a fourth of that would be lot more realistic.
The room is a little bit larger, i had a smaller pillar, but this doesnt loocked good (Or this picture looks better that the old with the smaller one) And behind the pillar (not on Picture) is a Cave johnson portrait that doesnt fit on the smaller pillar.
(But thanks anyway^^)
Sry, but which Model do you mean? I dont see any Model that stucks in the floor.. (Or do you mean the printer who is 2 units in the floor?)
This "a lot of stuff" comes from the ceiling where is a hole with panels you see? This metalplates and stuff are fallen down through the hole at the ceiling,
Yes thanks for that and your feedback!
(I really need some feedback of this room ^^) But i want to know exactly what you mean with the issues ^^
Quote from Lpfreaky90 on July 6, 2013, 6:38 amQuote:The room is a little bit larger, i had a smaller pillar, but this doesnt loocked good (Or this picture looks better that the old with the smaller one) And behind the pillar (not on Picture) is a Cave johnson portrait that doesnt fit on the smaller pillar.
(But thanks anyway^^)When is the last time you saw a painting on a pillar? There might be some painted pillars but paintings on pillars?
Quote:Sry, but which Model do you mean? I dont see any Model that stucks in the floor.. (Or do you mean the printer who is 2 units in the floor?)
Quote:This "a lot of stuff" comes from the ceiling where is a hole with panels you see? This metalplates and stuff are fallen down through the hole at the ceilingThe problem with the hole in the ceiling that it's filled up with a plastic texture; you can see that, you can't see where the items supposedly came from
(But thanks anyway^^)
When is the last time you saw a painting on a pillar? There might be some painted pillars but paintings on pillars?

The problem with the hole in the ceiling that it's filled up with a plastic texture; you can see that, you can't see where the items supposedly came from ![]()
Quote from User on July 6, 2013, 5:24 pmLpfreaky90 wrote:When is the last time you saw a painting on a pillar? There might be some painted pillars but paintings on pillars?Maybe the player never saw a painting on pillars in portal? xD
Lpfreaky90 wrote:Oh Thanks didnt saw that!
Quote:This "a lot of stuff" comes from the ceiling where is a hole with panels you see? This metalplates and stuff are fallen down through the hole at the ceilingQuote:The problem with the hole in the ceiling that it's filled up with a plastic texture; you can see that, you can't see where the items supposedly came fromHmm okay, when i will choose another model
Maybe the player never saw a painting on pillars in portal? xD

Oh Thanks didnt saw that! ![]()
Hmm okay, when i will choose another model ![]()
Quote from Portal Master on July 7, 2013, 5:16 pmHere are some pictures of a WIP chamber a series of maps I'm making:
antiPrimaryPic1.PNGantiPrimaryPic2.PNGantiPrimaryPic3.PNGIt's based off of the idea of not using any "primary" elements. No blue gel, pushing funnels, or light bridges. (I really don't know why no light bridges) I did this to challenge me for the puzzle part.
Aesthetics-wise, I went for a art therapy-ish look.
Things I need to work on for this chamber:
-Lighting
-Finish detailing the walls and floors
-Finish small detail I'm too lazy to do right nowAny compliments, questions, or criticism for the chamber or idea?
I also would like if I got some beta-testers and possibly map-makers to help with the series.
Here are some pictures of a WIP chamber a series of maps I'm making:
It's based off of the idea of not using any "primary" elements. No blue gel, pushing funnels, or light bridges. (I really don't know why no light bridges) I did this to challenge me for the puzzle part.
Aesthetics-wise, I went for a art therapy-ish look.
Things I need to work on for this chamber:
-Lighting
-Finish detailing the walls and floors
-Finish small detail I'm too lazy to do right now
Any compliments, questions, or criticism for the chamber or idea?
I also would like if I got some beta-testers and possibly map-makers to help with the series.
Quote from srs bsnss on July 8, 2013, 4:41 amPortal Master wrote:Here are some pictures of a WIP chamber a series of maps I'm making:It's based off of the idea of not using any "primary" elements. No blue gel, pushing funnels, or light bridges. (I really don't know why no light bridges) I did this to challenge me for the puzzle part.
Aesthetics-wise, I went for a art therapy-ish look.
Things I need to work on for this chamber:
-Lighting
-Finish detailing the walls and floors
-Finish small detail I'm too lazy to do right nowAny compliments, questions, or criticism for the chamber or idea?
I also would like if I got some beta-testers and possibly map-makers to help with the series.Hey, that looks pretty good!
I've always liked the Art Therapy style (though it's an absolute pain to optimize
) and you seem to have captured it quite well!
Like you said, the lighting is definitely going to need work, and there are small details which are missing, like sprites on the light fixtures, but I'm assuming you are aware and will get around to them.
I'm also intrigued to see how the puzzle turns out without the use of common elements. Only few people are able to create great puzzles without overloading the chamber, so it should prove to be interesting! If you need any beta-testing, or help with any bits of mapping, just send me a message on Steam: http://steamcommunity.com/id/gentlemanne
It's based off of the idea of not using any "primary" elements. No blue gel, pushing funnels, or light bridges. (I really don't know why no light bridges) I did this to challenge me for the puzzle part.
Aesthetics-wise, I went for a art therapy-ish look.
Things I need to work on for this chamber:
-Lighting
-Finish detailing the walls and floors
-Finish small detail I'm too lazy to do right now
Any compliments, questions, or criticism for the chamber or idea?
I also would like if I got some beta-testers and possibly map-makers to help with the series.
Hey, that looks pretty good!
I've always liked the Art Therapy style (though it's an absolute pain to optimize
) and you seem to have captured it quite well! ![]()
Like you said, the lighting is definitely going to need work, and there are small details which are missing, like sprites on the light fixtures, but I'm assuming you are aware and will get around to them.
I'm also intrigued to see how the puzzle turns out without the use of common elements. Only few people are able to create great puzzles without overloading the chamber, so it should prove to be interesting! If you need any beta-testing, or help with any bits of mapping, just send me a message on Steam: http://steamcommunity.com/id/gentlemanne ![]()
Quote from Sejievan on July 8, 2013, 10:31 amPortal Master wrote:Here are some pictures of a WIP chamber a series of maps I'm making:
It's based off of the idea of not using any "primary" elements. No blue gel, pushing funnels, or light bridges. (I really don't know why no light bridges) I did this to challenge me for the puzzle part.
Aesthetics-wise, I went for a art therapy-ish look.
Things I need to work on for this chamber:
-Lighting
-Finish detailing the walls and floors
-Finish small detail I'm too lazy to do right nowAny compliments, questions, or criticism for the chamber or idea?
I also would like if I got some beta-testers and possibly map-makers to help with the series.Very good man =),good that is a WIP, so, make sure to add a litlle texture variation to these walls.
It's based off of the idea of not using any "primary" elements. No blue gel, pushing funnels, or light bridges. (I really don't know why no light bridges) I did this to challenge me for the puzzle part.
Aesthetics-wise, I went for a art therapy-ish look.
Things I need to work on for this chamber:
-Lighting
-Finish detailing the walls and floors
-Finish small detail I'm too lazy to do right now
Any compliments, questions, or criticism for the chamber or idea?
I also would like if I got some beta-testers and possibly map-makers to help with the series.
Very good man =),good that is a WIP, so, make sure to add a litlle texture variation to these walls.
Quote from Gemarakup on July 16, 2013, 4:36 amChickenMobile wrote:You're welcome to use this animation I made for the elevator video if you want to.
http://chickenmobile.deviantart.com/art ... -346242942Well, I haven't figured out how to save the swf. It doesn't actually let me.
http://chickenmobile.deviantart.com/art ... -346242942
Well, I haven't figured out how to save the swf. It doesn't actually let me. ![]()
Quote from ChickenMobile on July 16, 2013, 5:31 amThe download file button to the bottom right.
The download file button to the bottom right.






