The ThinkingWithPortals Map Showcasing Thread
Quote from LoneWolf2056 on April 18, 2014, 6:17 pmsrs bsnss wrote:Thanks, was quite an easy room to detail.
Thanks, was quite an easy room to detail.
Quote from CamBen on April 18, 2014, 9:25 pmEasy to detail maybe, but looks very good.
In other news, a mod called "Thinking With Time Machine" has recently been greenlit and published for free. I've played a bit, it has a very cool concept (duplicating yourself to solve tests), however, it is not very well executed, in my opinion. Certain areas lack sound, the controls can be confusing unti you learn them, and gameplay can be glitchy and easy to trap yourself. Also there are no autosaves.
Focusing on the good bits, however, it introduces a unique playing style never before seen in any game I know of. It has an interesting and new atmosphere, and the chambers are well made to a certain extent.
Check it out on the steam store.
EDIT: your Portal Stories Mel page says "spent" instead of "spend" three times.
Easy to detail maybe, but looks very good.
In other news, a mod called "Thinking With Time Machine" has recently been greenlit and published for free. I've played a bit, it has a very cool concept (duplicating yourself to solve tests), however, it is not very well executed, in my opinion. Certain areas lack sound, the controls can be confusing unti you learn them, and gameplay can be glitchy and easy to trap yourself. Also there are no autosaves.
Focusing on the good bits, however, it introduces a unique playing style never before seen in any game I know of. It has an interesting and new atmosphere, and the chambers are well made to a certain extent.
Check it out on the steam store.
EDIT: your Portal Stories Mel page says "spent" instead of "spend" three times.
Aperture Science: We do our science asbestos we can!
Quote from Another Bad Pun on April 18, 2014, 11:43 pmLpfreaky90 wrote:Those hl2 boxes in the corner are a little jarring for me; even though there's a lamp right above them, they appear to be illuminated without any variation in shadows. In fact, most the room is lit up pretty evenly despite there being lamps on the walls that suggest a narrower light-spread. I'm thinking some shadows on the floor and the walls would make the place look nicer. (Or you could just raise the light sources like in a home depot.) I'm going to assume this was somewhat intended because the objective here is to just to walk to the door, but some contrast would make the room look awesome.
The corner of those metal rafters is floating in mid-air, which might or might not defy physics. Looks awkward though. The other thing I would suggest would be dirtying up the floor a little. The room looks very clean, as if janitor bob has been watching over it for eons. If there was dirt on the floor, or maybe a few canisters knocked over, I think it would look more immersive. Being super nitpicky, you might want to place some wood pallets near those crates, because I'm pretty sure you can't pick any of those up. How do they even fit through the doors? Is there a crane? I am being very nitpicky here, and if some of these things don't fit in with the setting you can just keep it the way it is. The room looks nice though, good job.

Those hl2 boxes in the corner are a little jarring for me; even though there's a lamp right above them, they appear to be illuminated without any variation in shadows. In fact, most the room is lit up pretty evenly despite there being lamps on the walls that suggest a narrower light-spread. I'm thinking some shadows on the floor and the walls would make the place look nicer. (Or you could just raise the light sources like in a home depot.) I'm going to assume this was somewhat intended because the objective here is to just to walk to the door, but some contrast would make the room look awesome.
The corner of those metal rafters is floating in mid-air, which might or might not defy physics. Looks awkward though. The other thing I would suggest would be dirtying up the floor a little. The room looks very clean, as if janitor bob has been watching over it for eons. If there was dirt on the floor, or maybe a few canisters knocked over, I think it would look more immersive. Being super nitpicky, you might want to place some wood pallets near those crates, because I'm pretty sure you can't pick any of those up. How do they even fit through the doors? Is there a crane? I am being very nitpicky here, and if some of these things don't fit in with the setting you can just keep it the way it is. The room looks nice though, good job.
Quote from Nuirangi on April 19, 2014, 7:23 amHello,
I already published the map in the workshop (Link).I like to hear you opinion if this map is rather a peti or singleplayer map.
It's a hammer polished version of this map and contains object, texture & gameplay changes.
Hello,
I already published the map in the workshop (Link).
I like to hear you opinion if this map is rather a peti or singleplayer map.
It's a hammer polished version of this map and contains object, texture & gameplay changes.
Quote from Nuirangi on April 19, 2014, 7:38 pmTheTobbell wrote:tile wrote:it looks entirely pti.I agree.
The picture itself looks 100% peti for sure. You'll notice the hammer parts when playing the map.
I'll just publish it as a peti file. Thanks for the replies.
I agree.
The picture itself looks 100% peti for sure. You'll notice the hammer parts when playing the map.
I'll just publish it as a peti file. Thanks for the replies.
Quote from Dafflewoctor on April 20, 2014, 12:31 pmLamarr wrote:A corridor leading up...Looks great. I love the lighting contrast, especially in the first picture.
EDIT: The TWP showcasing thread's 2000th post!
Looks great. I love the lighting contrast, especially in the first picture.
EDIT: The TWP showcasing thread's 2000th post!