The ThinkingWithPortals Map Showcasing Thread
Quote from srs bsnss on August 6, 2014, 5:41 amd3m0l1sh3r wrote:WIPHmm...looks familiar!
Great work
d3m0l1sh3r wrote:I present to you Crane Simulator 2014 P2 edition
http://www.youtube.com/watch?v=ot_k7WcZAl0I really like this concept, actually. I can imagine it being used in BTS maps.
laakkone wrote:Some sequel to the sewer picture I posted ages ago
Link to bit larger image in case you can't see a thing from that darkness.
Looks great! A really nice HL2/eerie feel to it.
Hmm...looks familiar! Great work
http://www.youtube.com/watch?v=ot_k7WcZAl0
I really like this concept, actually. I can imagine it being used in BTS maps.
Link to bit larger image in case you can't see a thing from that darkness.
Looks great! A really nice HL2/eerie feel to it.
Quote from d3m0l1sh3r on August 6, 2014, 8:22 amsrs bsnss wrote:I really like this concept, actually. I can imagine it being used in BTS maps.No need to imagine, it already used on very first map in relaxation vault.
No need to imagine, it already used on very first map in relaxation vault.
Quote from srs bsnss on August 6, 2014, 11:07 amd3m0l1sh3r wrote:srs bsnss wrote:I really like this concept, actually. I can imagine it being used in BTS maps.No need to imagine, it already used on very first map in relaxation vault.
Oh, right. Can't say I've played it, unfortunately, so I didn't realize. I guess I'll have to.
No need to imagine, it already used on very first map in relaxation vault.
Oh, right. Can't say I've played it, unfortunately, so I didn't realize. I guess I'll have to.
Quote from d3m0l1sh3r on August 6, 2014, 12:24 pmAperture Companion Lamp (map is random testing playground, so ignore it)
http://www.youtube.com/watch?v=AxrFEa29XNU
Aperture Companion Lamp (map is random testing playground, so ignore it)
http://www.youtube.com/watch?v=AxrFEa29XNU
Quote from FelixGriffin on August 10, 2014, 4:10 pmsrs bsnss wrote:I really like this concept, actually. I can imagine it being used in BTS maps.Some unrecorded Wheatley lines in the choreo scripts imply that the neurotoxin-generator puzzle originally involved attracting bombs with a magnet on a crane, which in some ways would have made more sense (it introduces the bombs early, and doesn't require portals to work in a way that they never do at any other point).
Some unrecorded Wheatley lines in the choreo scripts imply that the neurotoxin-generator puzzle originally involved attracting bombs with a magnet on a crane, which in some ways would have made more sense (it introduces the bombs early, and doesn't require portals to work in a way that they never do at any other point).
Quote from CamBen on August 12, 2014, 11:11 pmPorted Combined Technologies over to the portal 1 engine, gave me incentive to fix ugly areas I had made when I was an idiot.
prepare your eyes, the "BEFORE" images are weird and ugly.
BEFORE
[spoiler][/spoiler]
AFTER
[spoiler]http://steamcommunity.com/sharedfiles/filedetails/?id=299759213 http://steamcommunity.com/sharedfiles/f ... =299759196 http://steamcommunity.com/sharedfiles/f ... =299759166 http://steamcommunity.com/sharedfiles/f ... =299758651[/spoiler]
Excuse the skybox on here, I haven't imported the trees from EP2 and portal 2 to use so I just put in some placeholder trees for reference.also performed a successful head swap for portal 1 chell specifically for my mod:
http://steamcommunity.com/sharedfiles/f ... =297500988
finally got vertex weights to work so it does animate properly, which doesn't matter much cause portal 1 chell's animations are cringe-worthy
Ported Combined Technologies over to the portal 1 engine, gave me incentive to fix ugly areas I had made when I was an idiot.
prepare your eyes, the "BEFORE" images are weird and ugly.
BEFORE


AFTER
Excuse the skybox on here, I haven't imported the trees from EP2 and portal 2 to use so I just put in some placeholder trees for reference.
also performed a successful head swap for portal 1 chell specifically for my mod:
http://steamcommunity.com/sharedfiles/f ... =297500988
finally got vertex weights to work so it does animate properly, which doesn't matter much cause portal 1 chell's animations are cringe-worthy
Aperture Science: We do our science asbestos we can!

Quote from josepezdj on August 13, 2014, 3:04 amBen, honestly, there was something in the previous ones that I liked much over the new concept
I think this new style is too serious (it even reminds me of a faculty), and I'm not particularly fond of such a corinthian style.
You dismissed the cool new typography for "Aperture - Combined Technologies" and that big arch above the entry. I think that was the way to go.... to my taste. Just looking at the picture of the entrance you think "something interesting and/or dangerous must be going in on in there" [spoiler]while now all that you could be afraid of is... books? :p[/spoiler]. I like the new pavement path and grass though
Loving the model reskin! mainly the jumpsuit, her hair is strange, although I like her face features
Ben, honestly, there was something in the previous ones that I liked much over the new concept
I think this new style is too serious (it even reminds me of a faculty), and I'm not particularly fond of such a corinthian style.
You dismissed the cool new typography for "Aperture - Combined Technologies" and that big arch above the entry. I think that was the way to go.... to my taste. Just looking at the picture of the entrance you think "something interesting and/or dangerous must be going in on in there"

Loving the model reskin! mainly the jumpsuit, her hair is strange, although I like her face features
Quote from CamBen on August 13, 2014, 3:55 amI'll experiment a bit with the font and such, but I wanted the newly designed area to look more like an actual building instead of some strange thing. Luckily, it's still largely a WIP, so I can change anything around right now.
I can even add that arch back in, I was rather fond of it too, I just didn't know if it was actually going to go over too well with the style. I'm going to experiment around a bit. Also, keep in mind that the aperture building, in this case, is not actually an entrance.[spoiler]You escape from the area out a side entrance I have yet to add.[/spoiler] one thing that is for certain is staying are the areas on the sides, and the lighting. Looking back I really hate the lighting in a lot of my older maps.
Who knows, maybe I'll add the giant arch back in over the current giant signage thing, and change the area up a bit so that the pillars are more like the supports on the building. I'll try some stuff, and I appreciate opinions on it.
And that hair is a very long strange story...
But at least it's different than chell
I'll experiment a bit with the font and such, but I wanted the newly designed area to look more like an actual building instead of some strange thing. Luckily, it's still largely a WIP, so I can change anything around right now.
I can even add that arch back in, I was rather fond of it too, I just didn't know if it was actually going to go over too well with the style. I'm going to experiment around a bit. Also, keep in mind that the aperture building, in this case, is not actually an entrance.
Who knows, maybe I'll add the giant arch back in over the current giant signage thing, and change the area up a bit so that the pillars are more like the supports on the building. I'll try some stuff, and I appreciate opinions on it.
And that hair is a very long strange story...
But at least it's different than chell
Aperture Science: We do our science asbestos we can!
Quote from d3m0l1sh3r on August 14, 2014, 11:29 pmI present to you portable funnels
http://www.youtube.com/watch?v=875yUo6FhSo
I present to you portable funnels
http://www.youtube.com/watch?v=875yUo6FhSo