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The ThinkingWithPortals Map Showcasing Thread

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Sejievan wrote:
This are some pics of the second map of the TLFS series :), i posted because i need an honest opinion about this space, i have the feeling that it's something wrong or missing here...

Entrance
Image
http://imageshack.us/photo/my-images/80 ... 00001.jpg/
Floor 1
Image
http://imageshack.us/photo/my-images/68 ... 00002.jpg/
Floor 2
Image
http://imageshack.us/photo/my-images/69 ... 00003.jpg/

Entrance: could use a flickering light here add a wire to the speaker, maybe give it some sparks.
Floor 1&2; the light models are a bit strange; are they on or are they off? If they're off; is there a darker skin? If they're on; try to mess around with sprites and light_spots to give them light. And as mentioned before; paper and boxes :D

But yeah, those are minor details, looking good :thumbup: can't wait to play it!

Thanks for the responses, i really liked the sugestions :) the lights are on btw, i guess that was this that was bothering me :lol:, talking about lights, I created two instances of sliding doors to make a little ease to place them in map, but after they keep flickering in black ingame sometimes and i don't know why, someone know why this happens and how to fix?

Level designer, 3D modeler, texture artist ,environment artist.

I made instances of use activated sliding doors, they don't have too many lighting issues. Maybe try putting a dim light inside the alcove that the sliding door goes into.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
Sejievan wrote:
Thanks for the responses, i really liked the sugestions :) the lights are on btw, i guess that was this that was bothering me :lol:, talking about lights, I created two instances of sliding doors to make a little ease to place them in map, but after they keep flickering in black ingame sometimes and i don't know why, someone know why this happens and how to fix?

Try to place an info_light(ing) a few (32-64) units away from the door and use it as the light source (you can set this in the prop_dynamic of the door) that should fix it. :)

For the lights, it usually works well to have a combination of light_spot and normal lights, so it casts some light all around, but most of it is directed downwards.

Here's one of mine as an example:

portal_light.png

The colours are:
spot: 255 247 217 300
normal: 255 247 217 30
I also used skin 1 of the model to match the light colour.

You will probably need darker colours, because this example is a switching light, and switching lights don't spread as well as normal ones. Just tweak it until it looks right!

(The green block_light brush is for simulating shadows around the fixture. It's not super important, just some extra detail that looks nice.)

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

3 lights? Holy kazoo.

What Valve does for those lights is put a thin strip just above the light (like that block light) and texture the bottom side with a light-emitting texture. Then tie it to a func_illusionary and make it invisible so you can't actually see it.

The end.

?????????????????????????????TWP Releases | My Workshop

Hey! Just wanted to do a quick announcement and ask if anyone want me working on any project of theirs? I'm pretty exited to start mapping again and if anyone's got any great ideas don't hesitate to contact me here on the forum and maybe we could team up! I got some previous work released, mostly coop, but I could totally do some singleplayer mapping also :)

Cheers!

ChickenMobile wrote:
What Valve does for those lights is put a thin strip just above the light (like that block light) and texture the bottom side with a light-emitting texture. Then tie it to a func_illusionary and make it invisible so you can't actually see it.

That's also a good option. Probably even better if you don't need it to blink and/or switch off.

The only downside is that it requires an extra entity. (Is a func_illusionary better to use than a func_brush? I thought it was a leftover from the original Quake / Half-Life engine.)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
HMW wrote:
The only downside is that it requires an extra entity. (Is a func_illusionary better to use than a func_brush? I thought it was a leftover from the original Quake / Half-Life engine.)

No idea, but a func_illusionary is naturally non-solid.
The wiki however states that a func_brush rules all.

?????????????????????????????TWP Releases | My Workshop
Jepp wrote:
Hey! Just wanted to do a quick announcement and ask if anyone want me working on any project of theirs? I'm pretty exited to start mapping again and if anyone's got any great ideas don't hesitate to contact me here on the forum and maybe we could team up! I got some previous work released, mostly coop, but I could totally do some singleplayer mapping also :)

Cheers!

Hey Jepp, perhaps you could help me with my upcoming single-player mappack Testing for Fun? :D
More details here: http://moddb.com/mods/testing-for-fun

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