The ThinkingWithPortals Map Showcasing Thread
Quote from Dafflewoctor on June 22, 2014, 11:22 amI have to agree with Caden here...everything looks good but I really don't like that neutral lighting.
I have to agree with Caden here...everything looks good but I really don't like that neutral lighting.
Quote from Caden on June 22, 2014, 1:51 pmDr.Toaster Waffles wrote:I have to agree with Caden here...everything looks good but I really don't like that neutral lighting.The global_ents in the map don't have anything to trigger them AFAIK, so that's going to be fixed.
The global_ents in the map don't have anything to trigger them AFAIK, so that's going to be fixed.
Quote from tile on June 22, 2014, 8:56 pm
http://h2fgamedev.blogspot.com/2014/06/ ... s-and.html
Quote from CamBen on June 23, 2014, 2:13 amThat "ocean cave picture" really reminds me of a concept I was planning on using in my mod (player escapes into a wasteland area through a pipe and cave system underground) and it looks really good.
I'm assuming by the size of the cave that you aren't going for the same look as the underground in portal 2 base game?
That "ocean cave picture" really reminds me of a concept I was planning on using in my mod (player escapes into a wasteland area through a pipe and cave system underground) and it looks really good. I'm assuming by the size of the cave that you aren't going for the same look as the underground in portal 2 base game?
Aperture Science: We do our science asbestos we can!
Quote from tile on June 23, 2014, 4:33 pmnope. my mod has all custom themes and sub-themes. the theme in these pictures is the cave theme of iris, which is within mere feet of sea level. the sub themes are indoor and outdoor, where outdoor is always more worn and rusted due to exposure to natural elements, and indoor is perfectly clean and well maintained- the outdoor area here has been exposed to the tides and water dripping from the cave roof, for example.
nope. my mod has all custom themes and sub-themes. the theme in these pictures is the cave theme of iris, which is within mere feet of sea level. the sub themes are indoor and outdoor, where outdoor is always more worn and rusted due to exposure to natural elements, and indoor is perfectly clean and well maintained- the outdoor area here has been exposed to the tides and water dripping from the cave roof, for example.
Quote from quaternary on June 24, 2014, 8:58 pmJust some basic PTI editing. Started off as a little remix of Domitar12's "Alwight", but I got carried away. (Published it earlier) Then I imported it into Hammer, and got carried away again.
Practice makes perfect~
Pictures are here on imgur. Please give me the harshest feedback imaginable because I want to be better!
I dont know what warm light is but I herd it alot
Just some basic PTI editing. Started off as a little remix of Domitar12's "Alwight", but I got carried away. (Published it earlier) Then I imported it into Hammer, and got carried away again.
Practice makes perfect~
Pictures are here on imgur. Please give me the harshest feedback imaginable because I want to be better!
I dont know what warm light is but I herd it alot

Quote from RectorRocks on June 24, 2014, 9:54 pmquaternary wrote:Just some basic PTI editing. Started off as a little remix of Domitar12's "Alwight", but I got carried away. (Published it earlier) Then I imported it into Hammer, and got carried away again.![]()
Practice makes perfect~
Pictures are here on imgur. Please give me the harshest feedback imaginable because I want to be better!
I dont know what warm light is but I herd it alot
That looks pretty good, it looks very PTIish but yeah maybe I just love warm chambers. What's with that dark observatory room though?

Practice makes perfect~
Pictures are here on imgur. Please give me the harshest feedback imaginable because I want to be better!
I dont know what warm light is but I herd it alot
That looks pretty good, it looks very PTIish but yeah maybe I just love warm chambers. What's with that dark observatory room though?
Quote from Idolon on June 24, 2014, 10:48 pmquaternary wrote:Please give me the harshest feedback imaginable because I want to be better!I like that you're doing warm lighting, but I'm getting more of a citrus vibe from this than warm. The orange needs to be a lot less saturated, and shifted a little bit more towards yellow instead of orange. The observation rooms themselves are very dark for the amount of light that they're supposedly giving off, and it looks really strange. The lighting overall could also stand to be brighter. Good job on the red lighting with the laser emitter! I would make the point light (not the spot light) a little brighter.
If you need a good base for a white-yellow, look at some of the official light instances and go from there.
Textures could use more variance, as well as some stains/grey tiles. There's also no BTS/panel work, which is okay, but there's a few areas where it would definitely make sense - for example, the pushed-out wall across from the laser emitter could totally be pushed out by panels. While you don't need panels, you should note that the one "totally clean" chamber from the campaign has exposed "stuff," and exposed "stuff" looks way cool.
I like that you're doing warm lighting, but I'm getting more of a citrus vibe from this than warm. The orange needs to be a lot less saturated, and shifted a little bit more towards yellow instead of orange. The observation rooms themselves are very dark for the amount of light that they're supposedly giving off, and it looks really strange. The lighting overall could also stand to be brighter. Good job on the red lighting with the laser emitter! I would make the point light (not the spot light) a little brighter.
If you need a good base for a white-yellow, look at some of the official light instances and go from there.
Textures could use more variance, as well as some stains/grey tiles. There's also no BTS/panel work, which is okay, but there's a few areas where it would definitely make sense - for example, the pushed-out wall across from the laser emitter could totally be pushed out by panels. While you don't need panels, you should note that the one "totally clean" chamber from the campaign has exposed "stuff," and exposed "stuff" looks way cool.
Quote from Dafflewoctor on June 24, 2014, 11:38 pmquaternary wrote:Just some basic PTI editing. Started off as a little remix of Domitar12's "Alwight", but I got carried away. (Published it earlier) Then I imported it into Hammer, and got carried away again.![]()
Practice makes perfect~
Pictures are here on imgur. Please give me the harshest feedback imaginable because I want to be better!
I dont know what warm light is but I herd it alot
It looks nice, but the lighting is too soft and dim. Try using projected textures and tweaking the settings until you find something you're satisfied with for a sharper, brighter effect.
Another thing to be considered: In warm chambers, sometimes people forget about using grey walls because white walls are mostly what come to mind when thinking of a warm map. Don't forgot to use grey tiles, though. White everywhere can be hard on the eyes, and using a combination of mostly white, some grey, can be very visually pleasing. Unfortunately, this might be a problem, hence the "all white" concept.

Practice makes perfect~
Pictures are here on imgur. Please give me the harshest feedback imaginable because I want to be better!
I dont know what warm light is but I herd it alot
It looks nice, but the lighting is too soft and dim. Try using projected textures and tweaking the settings until you find something you're satisfied with for a sharper, brighter effect.
Another thing to be considered: In warm chambers, sometimes people forget about using grey walls because white walls are mostly what come to mind when thinking of a warm map. Don't forgot to use grey tiles, though. White everywhere can be hard on the eyes, and using a combination of mostly white, some grey, can be very visually pleasing. Unfortunately, this might be a problem, hence the "all white" concept.
Quote from quaternary on June 25, 2014, 5:07 pmThanks for all the input everyone!
Just what I was hoping for. You're all super nice
The dark observation rooms are because of... I don't know actually, lol. There's a light in them, no idea why it isn't working properly. ($10 says that is is in fact working and is just too subtle)
I see what you mean about the fruit vibe you're getting. I'm really lousy at picking colors and just picked a random orange. Yellow it is, then.
The room is all white because the original chamber was too
Textures are booooring, though (PTI uses a total of like three wall and floor textures) so I'll look into changing their size and shape.
I actually am using a projected texture, but I think I ruined it in a futile attempt to fix the weird shadow issues I was having (I'll get a screenshot and post in in the small probs thread).
In the laser room I'm not actually using a spot light, just a lot of light elements in a row. I'll look in to using a spot light.
There's no panel work because I'm a lazy brat, but I'll consider it for sure.
Thanks for all the input everyone! Just what I was hoping for. You're all super nice
The dark observation rooms are because of... I don't know actually, lol. There's a light in them, no idea why it isn't working properly. ($10 says that is is in fact working and is just too subtle)
I see what you mean about the fruit vibe you're getting. I'm really lousy at picking colors and just picked a random orange. Yellow it is, then.
The room is all white because the original chamber was too Textures are booooring, though (PTI uses a total of like three wall and floor textures) so I'll look into changing their size and shape.
I actually am using a projected texture, but I think I ruined it in a futile attempt to fix the weird shadow issues I was having (I'll get a screenshot and post in in the small probs thread).
In the laser room I'm not actually using a spot light, just a lot of light elements in a row. I'll look in to using a spot light.
There's no panel work because I'm a lazy brat, but I'll consider it for sure.