The ThinkingWithPortals Map Showcasing Thread
Quote from srs bsnss on July 25, 2013, 5:29 amyishbarr wrote:That's not true. If you'll look into some maps (and Valve's maps), that's what you have there.laakkone wrote:Worst excuse ever.No, I think it's a valid excuse.
Plenty of custom maps use modern catwalks in overgrown styles, as does Valve, and you are the first person I've ever heard say that there's anything wrong with it. While innovation is good, common trends can't just be blatantly disregarded. Saying, and having proof, that it's commonly done before is a perfectly reasonable argument.
No, I think it's a valid excuse.
Plenty of custom maps use modern catwalks in overgrown styles, as does Valve, and you are the first person I've ever heard say that there's anything wrong with it. While innovation is good, common trends can't just be blatantly disregarded. Saying, and having proof, that it's commonly done before is a perfectly reasonable argument.
Quote from josepezdj on July 25, 2013, 6:08 amCaden wrote:WiP remake of AD_79's Transfer.Wow man, looking very neat and nice
Keep on the good job! The only real missing bit is the indicator lights for that laser catcher, but since it's a wip map, I guess you simply didn't get to that point
pac0master wrote:I've been working on my own little mod too.
http://www.moddb.com/mods/portal-2-abyssImages: ---- Why [img] is Off?
http://cloud-2.steampowered.com/ugc/111 ... 9DCB32ACC/
http://cloud-2.steampowered.com/ugc/111 ... 0F36784F2/I already noticed your mod the other day at moddb, interesting mapping, looking very good and nicely detailed, and the brush work is remarkable too
Will stay tuned to your stuff
Wow man, looking very neat and nice
Keep on the good job! The only real missing bit is the indicator lights for that laser catcher, but since it's a wip map, I guess you simply didn't get to that point ![]()
http://www.moddb.com/mods/portal-2-abyss
Images: ---- Why [img] is Off?
http://cloud-2.steampowered.com/ugc/111 ... 9DCB32ACC/
http://cloud-2.steampowered.com/ugc/111 ... 0F36784F2/
I already noticed your mod the other day at moddb, interesting mapping, looking very good and nicely detailed, and the brush work is remarkable too
Will stay tuned to your stuff ![]()
Quote from Sprowl on July 25, 2013, 6:34 ampac0master wrote:I've been working on my own little mod too.
http://www.moddb.com/mods/portal-2-abyssImages: ---- Why [img] is Off?
http://cloud-2.steampowered.com/ugc/111 ... 9DCB32ACC/
http://cloud-2.steampowered.com/ugc/111 ... 0F36784F2/I really like the detailed brushwork you did there. Looks really realistic and fresh. But I think there are two things that could be improved:
First, your textures are too colorfull. The red, blue and yellow textures combined let the place look like a big playhouse for kids. Try to choose two colors for a spot and more grey-ish colors, that's what aperture is doing too.
Second, your overgrowth areas are not dirty enough. Especially in pic 2 the lights are too clean. Maybe use a dirty texture on them or use different models which are more common in the overgrowth theme. Also some water dripping from the ceiling would fit there too.
Looking forward to it, I like your idea.
http://www.moddb.com/mods/portal-2-abyss
Images: ---- Why [img] is Off?
http://cloud-2.steampowered.com/ugc/111 ... 9DCB32ACC/
http://cloud-2.steampowered.com/ugc/111 ... 0F36784F2/
I really like the detailed brushwork you did there. Looks really realistic and fresh. But I think there are two things that could be improved:
First, your textures are too colorfull. The red, blue and yellow textures combined let the place look like a big playhouse for kids
. Try to choose two colors for a spot and more grey-ish colors, that's what aperture is doing too.
Second, your overgrowth areas are not dirty enough. Especially in pic 2 the lights are too clean. Maybe use a dirty texture on them or use different models which are more common in the overgrowth theme. Also some water dripping from the ceiling would fit there too
.
Looking forward to it, I like your idea
.
Quote from laakkone on July 25, 2013, 4:38 pmsrs bsnss wrote:laakkone wrote:Worst excuse ever.No, I think it's a valid excuse.
Plenty of custom maps use modern catwalks in overgrown styles, as does Valve, and you are the first person I've ever heard say that there's anything wrong with it. While innovation is good, common trends can't just be blatantly disregarded. Saying, and having proof, that it's commonly done before is a perfectly reasonable argument.Being creative and creating something new that doesn't already exist is a good thing. Saying that theres something wrong in your map because it differs from Valve's map is the most crappy reason ever.
No, I think it's a valid excuse.
Plenty of custom maps use modern catwalks in overgrown styles, as does Valve, and you are the first person I've ever heard say that there's anything wrong with it. While innovation is good, common trends can't just be blatantly disregarded. Saying, and having proof, that it's commonly done before is a perfectly reasonable argument.
Being creative and creating something new that doesn't already exist is a good thing. Saying that theres something wrong in your map because it differs from Valve's map is the most crappy reason ever.
Quote from AD_79p2 on July 25, 2013, 9:35 pmCaden wrote:WiP remake of AD_79's Transfer.Looking good, Caden!
Looking good, Caden!
Quote from RectorRocks on August 3, 2013, 10:01 amI'm currently working on a small project (or rather, map) called "Damnation". The map will have 3 chambers in a destroyed theme. So far, I'm only halfway (actually three-quater) done with the first chamber. This is what it looks like right now:
Ignore the fizzlers. They're messed up.What do you guys think? Any opinions?
I'm gathering feedbacks first so I don't make the same mistakes when making the second and third chamber.
I'm currently working on a small project (or rather, map) called "Damnation". The map will have 3 chambers in a destroyed theme. So far, I'm only halfway (actually three-quater) done with the first chamber. This is what it looks like right now:

Ignore the fizzlers. They're messed up.
What do you guys think? Any opinions? ![]()
I'm gathering feedbacks first so I don't make the same mistakes when making the second and third chamber. ![]()
Quote from srs bsnss on August 3, 2013, 11:10 amRectorRocks wrote:I'm currently working on a small project (or rather, map) called "Damnation". The map will have 3 chambers in a destroyed theme. So far, I'm only halfway (actually three-quater) done with the first chamber. This is what it looks like right now:
Ignore the fizzlers. They're messed up.What do you guys think? Any opinions?
I'm gathering feedbacks first so I don't make the same mistakes when making the second and third chamber.Hmm...that looks pretty good actually. I can't spot any major mistakes, although it feels like it's...missing something? I think it might be a bit cramped, and the lighting is maybe a bit dull.


Ignore the fizzlers. They're messed up.
What do you guys think? Any opinions? ![]()
I'm gathering feedbacks first so I don't make the same mistakes when making the second and third chamber. ![]()
Hmm...that looks pretty good actually. I can't spot any major mistakes, although it feels like it's...missing something? I think it might be a bit cramped, and the lighting is maybe a bit dull.















