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Stract last won the day on May 30

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About Stract

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  1. G E L F U M P
  2. Still waiting for Portal 2 mapping contest boys 👌 @FMPONE my guy you know you want one too
  3. Been messing with Episode 2 for a bit. Made this in a few hours. The theme is definitely a breath of fresh air for me.
  4. hey nice func_precipitation thanks valve, really didn't drop the ball on this one
  5. Looks pretty bland in terms of the style and aesthetics. However if you do choose to continue with this style I'd consider adding more light covers. The light should also be a bit more focused on certain areas to bring attention and create variation in the areas, making them distinct and memorable rather than all the same cool/white plain lighting. Just looks kind of like a better PTI as it is right now. But I'd try some different style, maybe reconstruction, overgrowth, art therapy, Wheatley, *anything* more interesting. Basically a lot of what Radu said. Also you used the wrong door models, I see a gray one there for some reason. Just use prop_testchamber_door, it does everything for you.
  6. Been working for a while on this one. Don't want to give much away as it's part of the surprise. Go play it for yourself and tell me what you think. Appearances can be deceiving. It's just a PTI map. (no, not the 2005 game facade) (not the csgo facade either)
  7. Really digging the huge skylight dome you have here! Adds a lot of interest to the area in terms of geometry and lighting. Starting to wish Portal 2 took place on the surface! Beautiful contrast and stunning reflections! What engine is this developed in?
  8. Is "Portal 2" an option?
  9. It looks somewhat disappointing in terms of visuals, at least from what I see in the screenshots. One thing I'm immediately noticing is the lack of any actual chamber lighting other than the sun through the debris. There aren't really any glass light covers to make the lighting interesting at all, it's very bland. If it were me I'd have also have projected textures coming from the ceiling, to have crisp shadows. The observation room also has some kinks. First off, observation rooms aren't usually ground level. Maybe instead of just walking into the broken window, you could have some fling into it. Swivel chairs are also usually used rather than the cheap regular BTS chairs. The lighting is quite uninteresting, and the relaxation container mural, 50s props, and oversized posters add to this strange feeling. Also, perhaps you could make use of light to create a better focus on the fact that you need to go through the broken glass. Another thing, you could have some blue light at the funnel to add realism. One other thing I'd like to note is the tree in the middle of the ground. It's a bit peculiar, especially since there is no direct sunlight on it from what I can see. Overall biggest thing is to make the lighting more interesting, and perhaps geometry as well. You didn't use any glass light strips, even though they are so central to these chambers and their lighting. Still, better than most of what's on the Workshop! Sorry for this unorganized mess of feedback, but I hope it will help!
  10. Going to be yet a few years until it's done, still very early in production. Go play Portal 2!
  11. WIP for my Portal 2 mod.
  12. This may not be as big a release as many of the CS:GO maps on here, but I thought I'd share this Portal 2 map on here anyway. This is a decorated (A4) remake from scratch of a puzzle named Fast-Minded by RedSilencer, a fantastic puzzle creator in the Portal 2 community. This took a few weeks to make, and a lot longer to optimise. It's quite difficult, and took me a while to solve on my first try, inexperienced. Go check it out and leave a thumbs up if you like the puzzle or if it stumps you! Difficulty: Advanced Workshop Link
  13. God, I wish I could work with Unreal. Looks fantastic, keep it up.
  14. Some stuff I've been working on as of late, the first two images being for my in-dev mod, Desolation. Sorry for having so many images
  15. Neither of them were very far into production. #1 only really had that room and a corridor outside of it finished, and #2 and 3 only had about a minute or two of gameplay. Nothing big enough to be worth releasing anywhere, neither of them were even close to completion. I only showcased the parts that were actually finished/worth showing.