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The ThinkingWithPortals Map Showcasing Thread

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Hi, I just uploaded my first hammer made map on the workshop. Since this is my first real map I'm interested in any suggestion about level-design, texturing, scenery etc... ;)

Well, I've been working on the train-yard area (the final area) in my map. I found a decent skybox texture, and I'm starting to create the final puzzle so the player will escape the facility. This looks a little bland, but here are a few pictures of the area:
Trainyard WIP

Spoiler

sp_ml_watched0001.jpg
sp_ml_watched0003.jpg
sp_ml_watched0004.jpg
sp_ml_watched0005.jpg


Angry Hover Turrets will appear in this area. I still got a lot more stuff to add.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

Looking good, but IMO, the skybox seems a little bland. I know they're aren't many out there, but if you could find one with clouds, It would look a little better. Also, does this map have a plot that goes with the train yard?

Big Mood

Plot? I'm not really sure. I was more focused on giving the player an option to escape the facility instead of taking the exit elevator. The train-yard was made to give an interesting outside environment and I could imagine Aperture using trains to receive materials. As for the skybox, I will eventually make a 3D Skybox and I'll try to make some clouds or fog to make things more detailed.

Edit: More pictures, things are looking a bit more detailed. I'm still trying to use the right kind of textures that would fit outside:
Train yard WIP 2

Spoiler

sp_ml_watched0005.jpg
sp_ml_watched0006.jpg
sp_ml_watched0007.jpg
sp_ml_watched0008.jpg
sp_ml_watched0009.jpg

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

http://steamcommunity.com/id/uscobra11/ ... tab=public
http://steamcommunity.com/id/uscobra11/ ... tab=public
http://steamcommunity.com/id/uscobra11/ ... tab=public
http://steamcommunity.com/id/uscobra11/ ... tab=public

Notes
These are screenshots for MultiPortal. Not a lot of detail. Was a fast compile too. However, tell me what you think :P

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
UsCobra11 wrote:
These are screenshots for MultiPortal. Not a lot of detail. Was a fast compile too. However, tell me what you think :P

Looks okay, but it is really hard to tell how the lighting is going to end up, along with some more detail. This also means that the only critique I can give you is that in that last screenthot the laser emitter on the ceiling should probably be centered, not the cube model. That usually looks best and should - in my opinion - be used as often as possible.

I think I'm gonna' like that concept though. :)

ImageImageImageImageImageImage
Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

For an early WIP it looks pretty decent already! There are two things I noticed:

* The second screenshot a curved displacement floor with tiles. That looks a bit strange IMO, since I would expect the tiles to come apart a bit instead of making a smooth curve. (The center image in FourthReaper's signature shows a good example.)
I found that this texture works best if you keep the tile parts flat, and raise the dirt parts a tiny bit, as if there are little heaps of dirt on top of the tiled floor. Optionally garnish with some debris props.

* I'm not sure if this is something you're already planning to add, but in the last image, the two light sprites on the button need something for the light to come from, instead of just two floating sprites.

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

I'm finished with the first chamber of my 8-chamber single-player mappack "Testing for Fun".
Here are 20 screenshots of the chamber "sp_tff_intro":
20 screenshots of "sp_tff_intro", the first chamber of the "Testing for Fun" mappack

Spoiler
Image
Hallway before the test chambers.
Image
An overview of the first test chamber.
Image
Ditto,
Image
A room in the first test chamber.
Image
Ditto.
Image
An overview of the chamber where the player will get the single-portal variant Portal gun.
Image
Ditto.
Image
Ditto.
Image
Hallway to the second test chamber.
Image
An overview of the second test chamber, seen from the top.
Image
Ditto, seen from the bottom instead.
Image
Ditto, seen from an observatory room instead.
Image
A room in the second test chamber.
Image
A cube activating a button, making the panel angle at 30? and also disable the fizzler.
Image
A cube activating another button, causing buttons to explode and switches to spark
Image
Ditto.
Image
A switch sparks, with a damaged floor damaged by the explosion.
Image
Switches spark while the exit door is opened and the panel angles at 60?
Image
The exit door of the second test chamber, the exit door to the departure elevator can be seen.
Image
An overview of the chamber where the player will get the dual-Portal device.
Note: A caption with the word "Ditto" means that the caption is exactly the same as the one above it.

Tell what you think about it! All feedbacks appreciated. :)

RectorRocks wrote:
Image

I wonder where you got that idea... hrmm...

gvjyJEKGdIk

?????????????????????????????TWP Releases | My Workshop
ChickenMobile wrote:
I wonder where you got that idea... hrmm...

gvjyJEKGdIk

Nah, I didn't know such a video existed. I made the Super-Button explode because the Super-Button makes the panel angle at 30 degrees, I wanted to "Kill" the Super-Button so the player can't trigger the Super-Button anymore because by placing the cube onto the cube button in the inaccessible room, it makes the panel angle at 60 degrees. And 60 degrees is enough to fling to the exit door, while 30 degrees isn't. :)

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