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The ThinkingWithPortals Map Showcasing Thread

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A quick one from something I'm working on at the moment. It's the first map in a map pack, which should be about 5-6 chambers long plus levels in between.

Still very heavily WIP: http://cloud-2.steampowered.com/ugc/111 ... C620FDC6E/

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Your map seems a little dark srs. Pump up the lights!

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

Some of you probably remember the old gravity gun I remade in hammer, which was extremely glitchy, sometimes able to even pick up prop_dynamics and doors. Well, I completely tore that one apart and rebuilt it. It's almost glitch proof, assuming you are not the kind of person to shove cubes under the floor, because that can't be fixed without triggers covering every square inch of the map. But anyway, here's a video:

http://m.youtube.com/watch?v=apNlB38N9no

It has the ability to pick up and launch most physics objects including cubes, spheres, cores, turrets, combine balls, gel bombs, and physboxes. Sadly, it cannot pickup ragdolls. I also made it possible to activate punt panels and punt catapults, or to be specific, electrical receiver panels and electrical repulsion panels.

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
ChickenMobile wrote:
Your map seems a little dark srs. Pump up the lights!

Yeah, that's what I've started doing now (In that screenshot the only lightsource in the whole thing was the env_projectedtexture in the observation room :lol:).

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@srs, I can see light panel behind the fizzler which doesn't seem to emit light at all. Edit its instance and set light texture scale smaller to make it more bright, if it's dim. And use warm lighting if it's going to be overgrown.

Uhm..
laakkone wrote:
@srs, I can see light panel behind the fizzler which doesn't seem to emit light at all. Edit its instance and set light texture scale smaller to make it more bright, if it's dim. And use warm lighting if it's going to be overgrown.

It's hard to see in the picture, but that one is actually emitting light. And it's not overgrown, but 'reconstructing' (where GLaDOS has just woken up). In the campaign it was mostly cool lighting for that theme so that's why I chose it.

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That's what I'm currently working on:

Spoiler
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The projects is about a person who discovers the destroyed facility and has to make a way through the dangerous test chambers. That's just a general idea, and the story might still be changed.

Things that still need to be done:

• Remove the Portal Gun.
• Make more realistic foliage. (There aren't any screenshots of the current one because it looks terrible)
• Sound.

So, tell me what you think and if there's anything I need to improve.

Ace_StorM wrote:
That's what I'm currently working on:

Spoiler
Image
Image
Image
Image
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The projects is about a person who discovers the destroyed facility and has to make a way through the dangerous test chambers. That's just a general idea, and the story might still be changed.

Things that still need to be done:

• Remove the Portal Gun.
• Make more realistic foliage. (There aren't any screenshots of the current one because it looks terrible)
• Sound.

So, tell me what you think and if there's anything I need to improve.

Avoid using test chamber textures in BTS areas.

3rd picture:
-Push out those BTS lights abit. Don't sink them in the wall. Align it properly so that the ends of the light model touches the wall.
-They look abit too cluttered.
-Also I don't remember BTS lights emit yellow lights. O_O
4th picture:
-The light model is emitting too much light.
-The poster looks too big
Try to put more stuff on the tables (cups, boxes, etc)
5th picture:
-Don't use test chamber textures.
-The posters look too big again.

Other than that, it looks great! :)

Thanks guys for all the sugestions, sorry for not comming earlier i was i little busy :),i forgot to say that these light turn on/of in one point, so if i remember (please correct me if i'm wrong) func_illusionary don't have enable/disabe option, this effect look the same with a func brush?

Btw i loved the HMW sugestion for the blocking light to simulate the frame shadow, i think that will look great in this map :)

Level designer, 3D modeler, texture artist ,environment artist.
RectorRocks wrote:
-Also I don't remember BTS lights emit yellow lights. O_O

I wanted tested how it looks. I think it looks okay, since the room's not part of the actual facility. More like a small surveillance room in which you have to unlock something.

RectorRocks wrote:
-The light model is emitting too much light.

Oh yeah, I seriously need to change that.

RectorRocks wrote:
-Don't use test chamber textures.

I forgot to tell that the last screenshot is not a bts-area. It's kind of a visitors-room. I seperated the outer ares in four accessable buildings and the room with the test chamber textures is the last of them. The actual main building with all the labs and so on.

RectorRocks wrote:
Other than that, it looks great! :)

Thanks very much!

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