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Showing posts from May, 2011

Pre-GLaDOS + GLaDOS' Awakening Chambers

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Portal 2 was first shown off at E3 with the chambers under dilapidation and disrepair. Since then, we knew that Valve would have a lot of foliage models to use, and the lighting was gold. Since the tools can be available, its time to see how hard it really is. As you can see from the grid, It gets REALLY messy quick with the foliage. Also, a hard part about these types of chambers that you need to balance out the level. Too much, the chamber gets to cluttered and looks like Aperture Science is in a rain forest. Too little, it looks like my grandmother planted them. So whats the secret  end out doing? Well, I put the heavy foliage on the walls, but making sure its not covering up any check boxes. Then I used the hanging vine models and made it "grow" out of the sides. Also a few metal here and there and damaged tiles helped. Next comes the lighting. I've looked at a lot of Valve maps and its clear that the light_spot and env_projectedtexture goes hand in hand. They ha