The ThinkingWithPortals Map Showcasing Thread
Quote from HMW on June 29, 2014, 11:12 amLooks very nice!
In the prison cell area, maybe you could change the colour of the fluorescent lights to something a bit more blue-ish to make it look colder. You can then also use neutral or warm lights to highlight areas of interest.
And I'm a bit bothered by the looks of that wall between the locker rooms. It looks like it was built that way instead of having partially collapsed. (If it was built that way, which would be very plausible, I would advise using modular wall panels instead of bricks, since it doesn't need to provide any structural support.)
BTW the turrets look neat with those coloured stripes
Looks very nice!
In the prison cell area, maybe you could change the colour of the fluorescent lights to something a bit more blue-ish to make it look colder. You can then also use neutral or warm lights to highlight areas of interest.
And I'm a bit bothered by the looks of that wall between the locker rooms. It looks like it was built that way instead of having partially collapsed. (If it was built that way, which would be very plausible, I would advise using modular wall panels instead of bricks, since it doesn't need to provide any structural support.)
BTW the turrets look neat with those coloured stripes
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from CamBen on June 29, 2014, 1:54 pmThanks for the feedback, I'll mess with the lighting a bit still, but I'll explain a few points of awkwardness/confusion.
RustyDios wrote: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?I'd like to keep the force field type doors, they hold a special significance in the story. I'll see what I can do about adding in emmiter models.
Cave Johnson - "I'd just like to get it on record that using force fields for doors in a...prison is a bad idea. You know what would have been better? Regular doors, with locks. Locks that don't open when the power goes out!As for the locker room in between wall, I intended for it to have been built that way, and I have been seriously considering removing it to clear up clutter and movable space in the room, since it isn't very useful.
One that that I really need to get working better is the lighting, which, as said, I should make more bluish. Especially after the power outage scene.
Thanks for the feedback, I'll mess with the lighting a bit still, but I'll explain a few points of awkwardness/confusion.
I'd like to keep the force field type doors, they hold a special significance in the story. I'll see what I can do about adding in emmiter models.
Cave Johnson - "I'd just like to get it on record that using force fields for doors in a...prison is a bad idea. You know what would have been better? Regular doors, with locks. Locks that don't open when the power goes out!
As for the locker room in between wall, I intended for it to have been built that way, and I have been seriously considering removing it to clear up clutter and movable space in the room, since it isn't very useful.
One that that I really need to get working better is the lighting, which, as said, I should make more bluish. Especially after the power outage scene.
Aperture Science: We do our science asbestos we can!
Quote from Caden on June 29, 2014, 6:26 pmI still don't understand why this mod is for Portal 2 and not Portal, seeing as most of it seems to comprise of Portal and Half-Life 2 assets, and uses Half-Life 2 weapons.
I still don't understand why this mod is for Portal 2 and not Portal, seeing as most of it seems to comprise of Portal and Half-Life 2 assets, and uses Half-Life 2 weapons.
Quote from CamBen on June 29, 2014, 7:13 pmBecause its fun to make it in portal 2. That's the challenge. That's the fun part. Also it is based mainly around portal 2 story pieces and characters.
Honestly do you think that seeing entities that can be easily plopped into the map would be more impressive than seeing complex things in a rigid engine? The entire reason I keep going with this is because its actually fun to make, because of the challenges it poses. Why did fracture make "into the multiverse" in portal 2? Probably because that's the mapping engine he started in, feels more comfortable with, he knows portal is a dead game, he doesn't own half life, he is making it in the portal style, and he uses assets from portal 2. Same with me, except I own half life.
Because its fun to make it in portal 2. That's the challenge. That's the fun part. Also it is based mainly around portal 2 story pieces and characters.
Honestly do you think that seeing entities that can be easily plopped into the map would be more impressive than seeing complex things in a rigid engine? The entire reason I keep going with this is because its actually fun to make, because of the challenges it poses. Why did fracture make "into the multiverse" in portal 2? Probably because that's the mapping engine he started in, feels more comfortable with, he knows portal is a dead game, he doesn't own half life, he is making it in the portal style, and he uses assets from portal 2. Same with me, except I own half life.
Aperture Science: We do our science asbestos we can!
Quote from quaternary on July 1, 2014, 4:13 pmI don't really play TF2 because I'm terrible at it, but that still looks great
I like the tunnel area, and the land is pretty.
Could use something in the background, or at least a higher horizon line. In your first screenshot, it looks a bit like it's floating in the air somewhere. It's likely just me though.
I don't really play TF2 because I'm terrible at it, but that still looks great I like the tunnel area, and the land is pretty.
Could use something in the background, or at least a higher horizon line. In your first screenshot, it looks a bit like it's floating in the air somewhere. It's likely just me though.

Quote from Sejievan on July 3, 2014, 12:07 amIdolon wrote:Made a map in 72 hours for a contest. The result:
PICSNice map bro
, i fell kinda of sad that are so many good/impressive Tf2 maps out there that people never play on it... well, at least i never found a server with the ones that i liked..
PICS
Nice map bro , i fell kinda of sad that are so many good/impressive Tf2 maps out there that people never play on it... well, at least i never found a server with the ones that i liked..
Quote from Idolon on July 3, 2014, 10:42 amYeah, it's a bit of a disappointment. There's been talks with Valve, and we know there's a TF2 map workshop in the works, so hopefully that will get custom maps more exposure.
Yeah, it's a bit of a disappointment. There's been talks with Valve, and we know there's a TF2 map workshop in the works, so hopefully that will get custom maps more exposure.
Quote from CamBen on July 3, 2014, 12:42 pmI wonder if with that tf2 workshop they will add in some freakish new level editor like pti where you can place control points and briefcases.... Probably not.
I wonder if with that tf2 workshop they will add in some freakish new level editor like pti where you can place control points and briefcases.... Probably not.
Aperture Science: We do our science asbestos we can!
Quote from Arachnaphob on July 3, 2014, 1:49 pmIf they did, I would imagine it being something like the far cry 3 editor.
If they did, I would imagine it being something like the far cry 3 editor.
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