The ThinkingWithPortals Map Showcasing Thread
Quote from beecake on February 21, 2014, 6:52 amyishbarr wrote:beecake wrote:An underground room. It hasn't been used in a long time. Anything I should add?Ehh, more models, hole in the ceiling, lights that actually have a source and observation rooms. Hope that's what fills up the emptiness.
Hm, define "Light that actually have a source". There's already a lightsource
I added a broken observation room.
Also, what kind of models would be fitting? I can't really seem to find something that would fit.
http://cloud-3.steampowered.com/ugc/594 ... 25AB66AC9/
http://cloud-4.steampowered.com/ugc/594 ... E72BF4412/
Ehh, more models, hole in the ceiling, lights that actually have a source and observation rooms. Hope that's what fills up the emptiness.
Hm, define "Light that actually have a source". There's already a lightsource
I added a broken observation room.
Also, what kind of models would be fitting? I can't really seem to find something that would fit.
Quote from User on February 21, 2014, 7:59 amArachnaphob wrote:- Pictures -Not bad not bad
But i would enlarge the fog, (Because in art therapy you have more visibility than in the sp bts
Not bad not bad But i would enlarge the fog, (Because in art therapy you have more visibility than in the sp bts

Quote from Gemarakup on February 21, 2014, 9:32 ambeecake wrote:yishbarr wrote:beecake wrote:An underground room. It hasn't been used in a long time. Anything I should add?Ehh, more models, hole in the ceiling, lights that actually have a source and observation rooms. Hope that's what fills up the emptiness.
Hm, define "Light that actually have a source". There's already a lightsource
I added a broken observation room.
Also, what kind of models would be fitting? I can't really seem to find something that would fit.Props_destruction and foliage and the other stuff like squarebeams and vents. I probably didn't notice what you had there, but your chamber is quite plain for a realistically destructed chamber. But you REALLY need a hole in the ceiling. It's what makes the map look like it's been collapsed, and it's the most important factor in maps like this. It should be a big hole with stuff in it. Not too small and not too plain, and shows backpanels or sunlight or BTS.
http://cloud-3.steampowered.com/ugc/594 ... 25AB66AC9/
http://cloud-4.steampowered.com/ugc/594 ... E72BF4412/
Ehh, more models, hole in the ceiling, lights that actually have a source and observation rooms. Hope that's what fills up the emptiness.
Hm, define "Light that actually have a source". There's already a lightsource
I added a broken observation room.
Also, what kind of models would be fitting? I can't really seem to find something that would fit.
Props_destruction and foliage and the other stuff like squarebeams and vents. I probably didn't notice what you had there, but your chamber is quite plain for a realistically destructed chamber. But you REALLY need a hole in the ceiling. It's what makes the map look like it's been collapsed, and it's the most important factor in maps like this. It should be a big hole with stuff in it. Not too small and not too plain, and shows backpanels or sunlight or BTS.
Quote from Dafflewoctor on February 21, 2014, 12:13 pmbeecake wrote:yishbarr wrote:beecake wrote:An underground room. It hasn't been used in a long time. Anything I should add?Ehh, more models, hole in the ceiling, lights that actually have a source and observation rooms. Hope that's what fills up the emptiness.
Hm, define "Light that actually have a source". There's already a lightsource
I added a broken observation room.
Also, what kind of models would be fitting? I can't really seem to find something that would fit.Ok, this post is a bit critical, proceed with caution.
-Never have a light strip as your main source of light. Your main source in an overgrown map should be your sexy-shadow-casting env_projectedtexture from a big collapsed hole in the ceiling. Light strips, in this theme, should really not be used for lighting at all but more for aesthetics.
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-Some good models for the overgrown theme: In the model browser search "foliage", "debris_dest", "wall_dest", "rubble". Almost all models in the following picture come from these categories. Also, I can not stress how important global_ents is in this theme. The best fog type is the "destroyed" fog.
-This theme looks really appealing with broken walls using square beams and the concrete modular texture. Occasionally put in some slanted floors with bits and pieces broken out if it, but not too much. (you do have some broken floor in your screenshots which is good.) A good rule to follow is that an overgrown map should have about 30-40% of its brushes func_detailed.
-You need white space. It doesn't look like portals are really being used in the puzzle.
This is Chamber 5 from Portal 2. Notice about 40% of the space is white. The chamber fades smoothly away with the destroyed global_ents fog. If you look to the top right of the picture there is some good wall destruction to keep is interesting. Notice the askew square beam models and the concrete modular texture.
That's all from me, I know this comes off very critical and there's no way to change that. I highly recommend looking at some of the Valve maps, see what exact models, textures they use and where.
Good luck.
http://cloud-3.steampowered.com/ugc/594 ... 25AB66AC9/
http://cloud-4.steampowered.com/ugc/594 ... E72BF4412/
Ehh, more models, hole in the ceiling, lights that actually have a source and observation rooms. Hope that's what fills up the emptiness.
Hm, define "Light that actually have a source". There's already a lightsource
I added a broken observation room.
Also, what kind of models would be fitting? I can't really seem to find something that would fit.
Ok, this post is a bit critical, proceed with caution.
-Never have a light strip as your main source of light. Your main source in an overgrown map should be your sexy-shadow-casting env_projectedtexture from a big collapsed hole in the ceiling. Light strips, in this theme, should really not be used for lighting at all but more for aesthetics.
-Some good models for the overgrown theme: In the model browser search "foliage", "debris_dest", "wall_dest", "rubble". Almost all models in the following picture come from these categories. Also, I can not stress how important global_ents is in this theme. The best fog type is the "destroyed" fog.
-This theme looks really appealing with broken walls using square beams and the concrete modular texture. Occasionally put in some slanted floors with bits and pieces broken out if it, but not too much. (you do have some broken floor in your screenshots which is good.) A good rule to follow is that an overgrown map should have about 30-40% of its brushes func_detailed.
-You need white space. It doesn't look like portals are really being used in the puzzle.
This is Chamber 5 from Portal 2. Notice about 40% of the space is white. The chamber fades smoothly away with the destroyed global_ents fog. If you look to the top right of the picture there is some good wall destruction to keep is interesting. Notice the askew square beam models and the concrete modular texture.
That's all from me, I know this comes off very critical and there's no way to change that. I highly recommend looking at some of the Valve maps, see what exact models, textures they use and where. Good luck.
Quote from CamBen on February 21, 2014, 9:29 pmGHoST61 wrote:Hello, here are few screenshots from one of my WHI maps.
For my honest opinion, the ramshackle colors make it look like something out of a preschool and the blue particle lights don't seem to have a source.
I will say the style is very unique though.
For my honest opinion, the ramshackle colors make it look like something out of a preschool and the blue particle lights don't seem to have a source.
I will say the style is very unique though.
Aperture Science: We do our science asbestos we can!
Quote from GHoST61 on February 21, 2014, 9:39 pmCamBen wrote:GHoST61 wrote:Hello, here are few screenshots from one of my WHI maps.For my honest opinion, the ramshackle colors make it look like something out of a preschool and the blue particle lights don't seem to have a source.
I will say the style is very unique though.
Blue particle lights do not have any models.
This is a mirror's edge inspired map.
For my honest opinion, the ramshackle colors make it look like something out of a preschool and the blue particle lights don't seem to have a source.
I will say the style is very unique though.
Blue particle lights do not have any models.
This is a mirror's edge inspired map.
Quote from FelixGriffin on February 21, 2014, 9:44 pmThat's because blue particle lights aren't lights. That's the effect from the end of a light bridge.
That's because blue particle lights aren't lights. That's the effect from the end of a light bridge.
Quote from GHoST61 on February 21, 2014, 9:49 pmFelixGriffin wrote:That's because blue particle lights aren't lights. That's the effect from the end of a light bridge.Exactly,
here are some more.
Still under heavy WIP.
Exactly,
here are some more.
Still under heavy WIP.
Quote from srs bsnss on February 21, 2014, 11:39 pmArachnaphob wrote:This is my first Art Therapy styled map! It's still a HEAVY work in progress.While it's not traditional Art Therapy, I think that looks really good
While it's not traditional Art Therapy, I think that looks really good