The ThinkingWithPortals Map Showcasing Thread
Quote from Lpfreaky90 on February 2, 2013, 7:00 pm
I would dim the light a bit here; I'd also add a frame for the window and make it like in the center of the wall.
Once again, I'd dim the light a bit, also I prefer to have the door in the middle of the wall; but that's a personal preference.
I would make the sky a skybox texture and set the skybox texture to the corresponding skybox, that'll make it look better. The taller building has some repeating texture that's very easy to see, break up the wall and make it look a bit more smooth(so like the bottom 128 this texture and above it another texture, preferably a similar one without the dark line.
Why would there be 4 lights on one wall? That would only make sense if there's a huge area and there's only one point where light is coming from. That doesn't seem to be the case here; it looks like a small room. Why would you put four lights on the wall of a small room? Makes no sense logic wise.
What's the extremely bright light near the wall? And when's the last time you actually put chairs on your tables? Specially when they have wheels? It's easier for cleaning people to roll the chair away rather than to put them back from the table on the floor
Bts with test chamber tests is not a good idea, it looks odd.
Also: the warning turret thing doesn't make sense in a lobby-like structure.Sejievan wrote: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
that won't work, because the shadows are calculated statically, so if the brush is enabled in compile it will cast shadows, if it is disabled, it will not cast shadows.
I would dim the light a bit here; I'd also add a frame for the window and make it like in the center of the wall.
Once again, I'd dim the light a bit, also I prefer to have the door in the middle of the wall; but that's a personal preference.
I would make the sky a skybox texture and set the skybox texture to the corresponding skybox, that'll make it look better. The taller building has some repeating texture that's very easy to see, break up the wall and make it look a bit more smooth (so like the bottom 128 this texture and above it another texture, preferably a similar one without the dark line.
Why would there be 4 lights on one wall? That would only make sense if there's a huge area and there's only one point where light is coming from. That doesn't seem to be the case here; it looks like a small room. Why would you put four lights on the wall of a small room? Makes no sense logic wise.
What's the extremely bright light near the wall? And when's the last time you actually put chairs on your tables? Specially when they have wheels? It's easier for cleaning people to roll the chair away rather than to put them back from the table on the floor
Bts with test chamber tests is not a good idea, it looks odd.
Also: the warning turret thing doesn't make sense in a lobby-like structure.

Btw i loved the HMW sugestion for the blocking light to simulate the frame shadow, i think that will look great in this map
that won't work, because the shadows are calculated statically, so if the brush is enabled in compile it will cast shadows, if it is disabled, it will not cast shadows.
Quote from FelixGriffin on February 2, 2013, 8:04 pmLpfreaky90 wrote:that won't work, because the shadows are calculated statically, so if the brush is enabled in compile it will cast shadows, if it is disabled, it will not cast shadows.Isn't that what you would want? The light's frame should cast shadows even when it's off.
Isn't that what you would want? The light's frame should cast shadows even when it's off.
Quote from Habzs on February 2, 2013, 8:41 pm
The wall is unaligned to the door.
The wall textures look scaled and well.. weird. Try scaling them back to normal. It will look nicer, and try choosing a different texture for the celling. Having two same texture for the ceiling and floor makes the room look repetitive and boring.
The wall is unaligned to the door.
The wall textures look scaled and well.. weird. Try scaling them back to normal. It will look nicer, and try choosing a different texture for the celling. Having two same texture for the ceiling and floor makes the room look repetitive and boring.
Quote from srs bsnss on February 3, 2013, 12:49 amAce_StorM wrote:I see you already did it in one of the rooms, but I've generally found using textures with the name "factory" in them work best for BTS areas. Those are the textures that Valve uses in sp_a2_bts maps.




I see you already did it in one of the rooms, but I've generally found using textures with the name "factory" in them work best for BTS areas. Those are the textures that Valve uses in sp_a2_bts maps.
Quote from Ace_StorM on February 3, 2013, 8:11 amLpfreaky90 wrote:I would make the sky a skybox texture and set the skybox texture to the corresponding skybox, that'll make it look better.Oh, really? I'll try that.
Lpfreaky90 wrote:The taller building has some repeating texture that's very easy to see, break up the wall and make it look a bit more smooth(so like the bottom 128 this texture and above it another texture, preferably a similar one without the dark line.
I'll try that, too, if I find a fitting texture.
Lpfreaky90 wrote:Why would there be 4 lights on one wall?There weren't... the were 6 lights, actually, but two of them aren't visible on the screenshot. Why 'were'? Because I already changed it.
Lpfreaky90 wrote:What's the extremely bright light near the wall?Changed. It should be much darker now.
Habzs wrote:The wall textures look scaled and well.. weird.If it's really scaled, it was an accident. O_o
Habzs wrote:It will look nicer, and try choosing a different texture for the celling.That's something I wanted to change right at the beginning (the room on the last screenshot is the room I started with) but then forgot about.
srs bsnss wrote:I see you already did it in one of the rooms, but I've generally found using textures with the name "factory" in them work best for BTS areas. Those are the textures that Valve uses in sp_a2_bts maps.Thank you, that's a quite useful advice.
Oh, really? I'll try that.

I'll try that, too, if I find a fitting texture.
There weren't... the were 6 lights, actually, but two of them aren't visible on the screenshot. Why 'were'? Because I already changed it.
Changed. It should be much darker now.
If it's really scaled, it was an accident. O_o
That's something I wanted to change right at the beginning (the room on the last screenshot is the room I started with) but then forgot about.
Thank you, that's a quite useful advice.
Quote from srs bsnss on February 4, 2013, 7:18 amHere's another screenshot of the map I mentioned earlier, this time I've added more details. The main thing I'm wondering about is if the roof is too destroyed? (This map is meant to be equivalent to the first couple of GLaDOS chambers [sp_a2 maps])
Here's another screenshot of the map I mentioned earlier, this time I've added more details. The main thing I'm wondering about is if the roof is too destroyed? (This map is meant to be equivalent to the first couple of GLaDOS chambers [sp_a2 maps])
http://cloud.steampowered.com/ugc/11171 ... BC283BC10/

Quote from josepezdj on February 4, 2013, 9:03 am@srs bsnss: I think the destruction in there is great, inculding the roof
I still think that lighting is a bit too dim. Maybe more light panels would be good for such that chambers size (for example on the floor and close to/along the walls). Or you could add some sort of illumination in that fogged skybox/bts area so it can enter through that roof
Maybe by means of spotlights...
@srs bsnss: I think the destruction in there is great, inculding the roof I still think that lighting is a bit too dim. Maybe more light panels would be good for such that chambers size (for example on the floor and close to/along the walls). Or you could add some sort of illumination in that fogged skybox/bts area so it can enter through that roof
Maybe by means of spotlights...
Quote from srs bsnss on February 4, 2013, 9:30 amjosepezdj wrote:@srs bsnss: I think the destruction in there is great, inculding the roofI still think that lighting is a bit too dim. Maybe more light panels would be good for such that chambers size (for example on the floor and close to/along the walls). Or you could add some sort of illumination in that fogged skybox/bts area so it can enter through that roof
Maybe by means of spotlights...
Fast compile can be blamed for some of that, but you're right. I was thinking maybe I'd break the second roof part and have an area behind it, which would expose some skybox lighting. Using the BTS fluorescent lighting also crossed my mind.


Fast compile can be blamed for some of that, but you're right. I was thinking maybe I'd break the second roof part and have an area behind it, which would expose some skybox lighting. Using the BTS fluorescent lighting also crossed my mind.
Quote from Lpfreaky90 on February 4, 2013, 4:12 pmsrs bsnss wrote:josepezdj wrote:@srs bsnss: I think the destruction in there is great, inculding the roofI still think that lighting is a bit too dim. Maybe more light panels would be good for such that chambers size (for example on the floor and close to/along the walls). Or you could add some sort of illumination in that fogged skybox/bts area so it can enter through that roof
Maybe by means of spotlights...
Fast compile can be blamed for some of that, but you're right. I was thinking maybe I'd break the second roof part and have an area behind it, which would expose some skybox lighting. Using the BTS fluorescent lighting also crossed my mind.
aww
Never upload fast compile screenshots


Fast compile can be blamed for some of that, but you're right. I was thinking maybe I'd break the second roof part and have an area behind it, which would expose some skybox lighting. Using the BTS fluorescent lighting also crossed my mind.
aww Never upload fast compile screenshots