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The ThinkingWithPortals Map Showcasing Thread

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TheTobbell wrote:
EDIT: Image

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 :)

Idolon wrote:
Image
Image

Looks a bit dully textured at the moment but I'm really curious what you're doing there! :thumbup:

Lpfreaky90 wrote:
TheTobbell wrote:
EDIT: Image

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 now ;) You 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 ^^

Quote:
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?)

Image

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 ceiling

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 ;)

Lpfreaky90 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:
Image

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 ceiling
Quote:
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 ;)

Hmm okay, when i will choose another model :D

Here are some pictures of a WIP chamber a series of maps I'm making:

antiPrimaryPic1.PNG

antiPrimaryPic2.PNG

antiPrimaryPic3.PNG

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.

Portal 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 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! :thumbup: I've always liked the Art Therapy style (though it's an absolute pain to optimize :oops:) 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 :)

ImageImage
Portal 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 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.

Level designer, 3D modeler, texture artist ,environment artist.
ChickenMobile wrote:
You're welcome to use this animation I made for the elevator video if you want to.
http://chickenmobile.deviantart.com/art ... -346242942

Well, I haven't figured out how to save the swf. It doesn't actually let me. :-?

The download file button to the bottom right.

?????????????????????????????TWP Releases | My Workshop
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