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The ThinkingWithPortals Map Showcasing Thread

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Plants! Everywhere!
http://www.moddb.com/mods/the-lost-test ... vergrowth1

When life gives you lemons, make apple juice and have everyone wonder how you did it.
Musical website Moddb

Woah. That's a good amount of plants for one small room! I hope this is close enough to the surface for it to make sense.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
Arachnaphob wrote:
Plants! Everywhere!
http://www.moddb.com/mods/the-lost-test ... vergrowth1

http://puu.sh/9Lm6g/5acc36b4a0.png

Arachnaphob wrote:
Plants! Everywhere!
http://www.moddb.com/mods/the-lost-test ... vergrowth1

That looks amazing. How is the framerate in there though?

Perfect. I actually have less foliage than it appears. Note:
Water on floor
Displacement with lots of moss painted on
Moss overlays (harder to see)
Destruction props that mix in with plants
Also, when I took that pic, I had max settings on, and great fps.
And don't worry. When you enter the test, I'll close the room with an areaportal.

When life gives you lemons, make apple juice and have everyone wonder how you did it.
Musical website Moddb
Arachnaphob wrote:
And don't worry. When you enter the test, I'll close the room with an areaportal.

:thumbup: It seems like nobody ever does this and I hate them for it.

Image
quaternary wrote:
:thumbup: It seems like nobody ever does this and I hate them for it.

There are also people who let the entry door open for some reason. :notwant:

TheTobbell wrote:
There are also people who let the entry door open for some reason. :notwant:

And it's just a simple trigger.

The "Prison" part of my mod, in Map 1. I'm skipping around a bit in development, mapping out the main areas where the story plays a large role in gameplay first, then the puzzles and in between sections afterwards.
http://steamcommunity.com/sharedfiles/f ... =277970693
http://steamcommunity.com/sharedfiles/f ... =277970673
http://steamcommunity.com/sharedfiles/f ... =277970651
http://steamcommunity.com/sharedfiles/f ... =277970634
http://steamcommunity.com/sharedfiles/f ... =277970619
http://steamcommunity.com/sharedfiles/f ... =277970602
http://steamcommunity.com/sharedfiles/f ... =277970572
http://steamcommunity.com/sharedfiles/f ... =277970587
http://steamcommunity.com/sharedfiles/f ... =277970551
The Locker room area is the first place where you see large parts of destruction, which will become more common and frequent, until the end of that chapter.

(Also please excuse the skybox seam, It's a hl2 base game one and I haven't figured out what is causing it.)

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!

That looks really cool... I'm not sure the "fizzler prison gates" fit with the rest of the map concept. They seem too "advanced and scientific" for the general old and rusty prison area. Maybe it might be because there are no visible emitters? .. You create a good "old emitter" effect with some ropes/cables, glow sprites and the "rocket" model (if the old aperture fizzler emitters don't fit the theme/space/area.. like here)

I love the look of that hole in the locker room roof, I'd love to be able to create things like that myself...

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