The ThinkingWithPortals Map Showcasing Thread
Quote from CamBen on November 10, 2012, 8:46 pmA func_tank with an invisible box on the glow designed to catch and trap exotic ragdolls and physics props, actually. on click, box enables. on unclick, box disables.
also, tested it in a valve map, works great!
A func_tank with an invisible box on the glow designed to catch and trap exotic ragdolls and physics props, actually. on click, box enables. on unclick, box disables.
also, tested it in a valve map, works great!
Aperture Science: We do our science asbestos we can!
Quote from FelixGriffin on November 10, 2012, 9:22 pmWow. You're actually enabling a func_brush to cause a penetration error and lock it in place? :O
Wow. You're actually enabling a func_brush to cause a penetration error and lock it in place? :O
Quote from CamBen on November 10, 2012, 10:20 pmyes, it gets the job done.
i've already tried parenting and a number of other things, this was the least glitchy solution.
yes, it gets the job done. i've already tried parenting and a number of other things, this was the least glitchy solution.
Aperture Science: We do our science asbestos we can!
Quote from Sprowl on November 15, 2012, 6:13 pmLast four screenshots of my upcomming mappack:
Room 3 - 1
Room 3 - 2
Room 6 - 1
Room 6 - 2Hope to get everything done until the end of november...
Last four screenshots of my upcomming mappack:
Room 3 - 1
Room 3 - 2
Room 6 - 1
Room 6 - 2
Hope to get everything done until the end of november...
Quote from FelixGriffin on November 15, 2012, 9:56 pmLove the destruction! I would recommend not updating Portal 2, as it might break the gel. I have a script that might be able to fix it, but it would only work with an invisible laser target on every panel.
Love the destruction! I would recommend not updating Portal 2, as it might break the gel. I have a script that might be able to fix it, but it would only work with an invisible laser target on every panel.
Quote from Habzs on November 16, 2012, 1:05 amSprowl wrote:Last four screenshots of my upcomming mappack:Room 3 - 1
Room 3 - 2
Room 6 - 1
Room 6 - 2Hope to get everything done until the end of november...
Gotta love the light and details! Nice work!
Room 3 - 1
Room 3 - 2
Room 6 - 1
Room 6 - 2
Hope to get everything done until the end of november...
Gotta love the light and details! Nice work!

Quote from josepezdj on November 16, 2012, 2:18 amWow Sprowl, impressive! Good job man
A serious work on detailing and with all that massive destruction... I think I'm gonna like this a lot! Looking forward to it!
[spoiler]Maybe the only tiny suggestion I could give is that the lighting in room 6-2 might seem a little too bright at places, like that corner where the combine-ball launcher is, but overall in 6-1 that is even close to fullbright, don't you think?[/spoiler]
Wow Sprowl, impressive! Good job man A serious work on detailing and with all that massive destruction... I think I'm gonna like this a lot! Looking forward to it!
Quote from Sprowl on November 16, 2012, 5:08 am@ Felix
Nope, that won't work... . The Gel could be everywhere, not only on some panels.@ Habzs
Thanks!@josepezdj
I see what you mean on 6 - 1 and I'm not completely happy with the lightning either. 6 - 2 on the other hand is good. The bright light above the ball launcher comes from the fire and I think it isn't to bright. If some playtesters think it is I will however change it.
@ Felix
Nope, that won't work... . The Gel could be everywhere, not only on some panels.
@ Habzs
Thanks!
@josepezdj
I see what you mean on 6 - 1 and I'm not completely happy with the lightning either. 6 - 2 on the other hand is good. The bright light above the ball launcher comes from the fire and I think it isn't to bright. If some playtesters think it is I will however change it .

Quote from josepezdj on November 16, 2012, 5:57 amSprowl wrote:6 - 2 on the other hand is good. The bright light above the ball launcher comes from the fire and I think it isn't to brightYeah, I noticed you catched the combine ball exploding or something, but still, there is a clean white light too bright around that corner... and there is something strange with the props' lighting, they all look too unrealistic, did you use info_lighting entities for them? because in that case, you should place them in a bit darker areas to avoid that "sort-of-fullbright-sense", imho
This goes for 6-1 as well. Or maybe it's the lack of building cubemaps?
Yeah, I noticed you catched the combine ball exploding or something, but still, there is a clean white light too bright around that corner... and there is something strange with the props' lighting, they all look too unrealistic, did you use info_lighting entities for them? because in that case, you should place them in a bit darker areas to avoid that "sort-of-fullbright-sense", imho This goes for 6-1 as well. Or maybe it's the lack of building cubemaps?