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Simple?
Uploaded by Damikk · Jul 14, 2014
2 comments · 5.0 (1)

Map contains 4 rooms, all unique,all complex. Your task is to complete the map and decide whether it is Simple or not. #Simple? Difficulty: #Simple? Changelog: v1.0 - Map release - 15/07/2014

Simple?
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The Portivity Gun (Portals+Gravity)
Uploaded by Fracture · Jun 24, 2014
6 comments · (No ratings)

Thanks to the unholy union of Black Mesa and Aperture Science, the fusion of their most coveted creations has spawned the Portivity Gun. It functions just like both devices in every way. However to toggle the device between modes, one must only tap down on the crouch button. To implement the device into your personal test chamber, simply drop the tool directly where the test participant begins their journey. But if you wish place the tool elsewhere, attach the gun_collision to it's assigned pedastal

The Portivity Gun (Portals+Gravity)
Hammer Addons
Uploaded by TeamSpen210 · Jul 06, 2014
3 comments · 5.0 (1)

Various modifications to the game's files to improve mapmaking in general. FGD Changes: - Skotty's FGD stuff (With some tweaks) - New icons for point_templates, point_server/clientcommands, point_teleport, etc - Credit to :The TF2 Ultimate Mapping Resource Pack, ZPS: Supplemental Hammer Icons and ts2do's HL2 FGDs for the various icons. - Fake keyvalues for turrets, cubes and funnels that let you choose the model that will be displayed in hammer. - Rendermode, EnableDraw/DisableDraw commands, Parenting properties etc added to many items if they can use them. - Custom editor model for prop_indicator_panel, making it easy to ensure perfect alignment and correct orientation for both modes. - Custom model for prop_portals and placement_helpers to show the orientation easier (arrow points upward) - More Auto Visgroups to categorise basically everything (test element only visgroup, antlines, buttons, instances visgroup, basically anything I could think of) Vscript changes: - Choose a random elevator video in unpublished maps (video_splitter.nut) - In unpublished maps, play a random Cave DLC2 quote. (dlc2_vo.nut) - Onscreen notification when the vote screen is triggered (voting_dialog.nut) - Script to change models to custom versions for prop_buttons, prop_weighted_cube (ts_model_change.nut) Models: (these are mostly reskins/recompiles of Valve models and originally made for PTI styles, but they could be useful for pure Hammer maps.) They're all in props_ingame/, excluding the underground companion cube which is in props_underground/. - [p1_button()] P1 button modified to work correctly with prop_buttons - [under_ccube()] Old Aperture Companion Cube (set the cube to the antique type) - [rusty_reflect()] Rusty reflection cube with correct gel skins (Use on a cube that was set to the clean variant) - [rusty_box()] Version of the normal cube with rusty skins in place of the normal one (Allows having a rusty cube show gel skins) - [p1_cube()] P1 Storage/Companion cube (with additional skins to match the P2 metal_box model) - [p1_ball()] P1 sphere (with gel skins) - P1-inspired laserfield emitter (Black exterior with red "lights") - Variations of the PeTI arm_4panel, arm_4panel_glass and arm_8panel models with the other arm64 skins (dirty, red lights, etc) To use the cubes or button, set "ts_change_model.nut" as the entity script and RunScriptCode the appropriate function. For the other models set as prop_dynamic. Instances: - A P1 pedestal button which uses the custom model as well as the more mechanical P1 tick-tock sound (tspen/p1_button). - A nodraw room to precache the custom cubes, and p1 pedestal button.

Hammer Addons
Box Fling
Uploaded by J*Rod · Jun 05, 2011
26 comments · 5.0 (7)

A large-sized map divided into two main sections which interconnect. This took a lot of effort to make and tweak. Please comment and rate! Theme: Destroyed (Act I, pre-wakeup) AI Voice: Announcer Screenshots: http://steamcommunity.com/id/czfjrod/sc ... 365334538/ http://steamcommunity.com/id/czfjrod/sc ... 365332280/ http://steamcommunity.com/id/czfjrod/sc ... 365329886/ http://steamcommunity.com/id/czfjrod/sc ... 365325905/ http://steamcommunity.com/id/czfjrod/sc ... 365323602/ http://steamcommunity.com/id/czfjrod/sc ... 365316924/ http://steamcommunity.com/id/czfjrod/sc ... 365313609/ http://steamcommunity.com/id/czfjrod/sc ... 365311653/ http://steamcommunity.com/id/czfjrod/sc ... 365306453/ v2 Update Notes: Added glass window & portal-able surface to Reflective Cube button chamber (by request of DiMartino) Tweaked skybox lighting Added SDK instances to ZIP file to preserve directory structure v3 Update Notes: Altered opening hallway props Added additional foliage Tweaked lighting v4 Update Notes: Added intro text Added autosave points at entry door and sealed button v5 Final Update Notes: Tweaked intro text Added additional info_placement_helper entities Added readme file to ZIP

Box Fling
Double Trouble
Uploaded by Parano.Oya · Jun 29, 2014
1 comments · 5.0 (2)

include <coop_brain> This is my second created cooperation map. And remember: Turrets are not our friends! You should take a long view to solve this map. Finally, if you find bugs, report them. ---------- version 1.2: This "new" map is now a little bit harder to solve it. ---------- version 1.3: Well, I decided to change some areas which also makes this map harder to solve. And I decided to upload the map. difficulty: 8/10 (hard) (I think it should be acceptable...) duration: expert: less than 20 minutes advanced: between 20 minutes and 45 minutes beginner: more than 45 minutes Have fun

Double Trouble
&quot;Minecraft&quot; in &quot;Portal 2&quot; - Part 5 (alpha)
Uploaded by Timoteeei · Jun 09, 2014
4 comments · 5.0 (1)

Here it is, the early alpha of "Minecraft in Portal 2 - Part 5". This is not a finished and polished map yet, so, please, do not bother to point to that. For more info, and if you want help to improve it, please, read the topic.

&amp;quot;Minecraft&amp;quot; in &amp;quot;Portal 2&amp;quot; - Part 5 (alpha)
Project R WIP(Unfinished)
Uploaded by radelite · Jun 26, 2014
1 comments · (No ratings)

This map was originally made as a test idea for a map series me and my friend Kevin are working on. Eventually he wanted to recreate it so this was left unfinished with a few texture glitches but is still playable so I hope you guys and girls enjoy. If you would like to see our WIP web page for our series or download this map from our site then feel free to visit this link https://sites.google.com/site/aperturerevision/home Radelite

Project R WIP(Unfinished)
N/A
Uploaded by Fracture · Dec 17, 2013
17 comments · (No ratings)

N/A
Aperture Weighted Cube Gibs
Uploaded by GLaDOS · Jun 16, 2014
0 comments · (No ratings)

These are custom made breakable cube models designed for cubes being smashed, exploded, or taken apart. Fizzling doesn't cut it now, you've got the real deal! The pack includes eleven basic gibs for generic destruction, but they can be copied rotated to form an almost seamless cube. Simply place these gibs at the origin of a cube, then spawn them when needed. If you are using this in your maps, please credit me, and tell me where you are using it because I'd like to see! Video Demonstration: (With Custom Texture Mod Active :) https://www.youtube.com/watch?v=xUPKQ6_ ... e=youtu.be To install, extract the the "CamBen" folder into your "models" directory in the common/Portal 2/portal2/ folder UPDATE v2 -Added all default skins back to the cube gibs -Removed Slenderman UPDATE v3 -Added cube model that automatically breaks into gibs

Aperture Weighted Cube Gibs
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Portal 2 - Rubik's Cube
Uploaded by Jexim · Mar 13, 2012
31 comments · 5.0 (1)

I stopped to wonder one day, "Can I make a Rubik's Cube in Portal 2?". I soon decided that yes, yes I could, and after a great deal of logic work, here I am. The level's a bit crude but after all this isn't about the level, it's a about a fully functioning, fully solvable Rubik's Cube in Portal 2. Let me know what you think!

Portal 2 - Rubik's Cube