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Filtered Testing
A three test map in a destroyed theme with Wheatley observing your tests. The puzzles were originally created by Imanex, Waqlerg, and L1zardr0ckets. The music was created by Powerpunchclan and Morgoth. Custom fizzlers by LPfreaky90 and FourthReaper. I had a lot of trouble uploading this to the workshop, so I figured I'll upload it here and call it a night. Comments and unintended solutions are appreciated.
[SP] Overgrowth
Hey, This is a test chamber I'm working on for the Summer Mapping Initiative. I'll be updating it up until the contest deadline; if people want to give me feedback on it, try to break it, etc. I'd appreciate it! Also, if you know how to use the record demo console command in Portal 2 and want to send me the demo of your playthrough, that would be extra-useful as I want to see how people approach solving stuff. Changelog: v0.1 - first version of map v0.2 - made stairway on third level more noticeable, added convenience for returning to lower levels from the end if cube needs to be repositioned, added foliage, made water at base of testchamber transparent, various minor graphical tweaks, added glados line v0.3 - fixed portal alignment issue at top of chamber, fixed brushes that could have interfered with box dropper entities, lowered box dropper and made box target into convex displacement map to reduce the likelihood of it bouncing away v0.4 - put invis collision around top of drop from upper light bridge panel & adjusted platform spacing to prevent a way to break the puzzle; made final light bridge panel hidden until the player presses a button on the upper balcony, changed voices and music trigger timing, added another convenience portalable surface and closed off an unnecessary stairway to vary movement/pacing, various visual changes w/ ruined structures, foliage, fog settings and pfx v0.5 - made some more gameplay alterations to make movement through the chamber more interesting, improved lighting, updated vo, sound, and transition entities, did some optimization, added more func_details and props, pfx, etc.
Worn out custom signage for destroyed maps
These are the custom symbols I made for my map "White Room (reMiX by josepezdj)". I thought some mappers could like them and maybe want to use them in their maps They are not all the symbols that Portal2 uses, but since I have them all in layers in a PDN file, I can make any of the rest if someone needs it. Just say here and I'll go posting those that ppl need! Default location By default I haave them into my folder materials/josepezdj/signage_wasted, so create a folder like this so your hammer editor load them on the fly. If you prefer any of your folders, just edit the .VMTs changing the line for the $basetexture... for example: - "$basetexture" "josepezdj/signage_wasted/jose_wasted_signage_box_button" by: - "$basetexture" "mysignage/jose_wasted_signage_box_button" Or you can even change the name of the .VTFs themselves and put their new name there in the $basetexture line... Any doubt about this or any help anyone need just let me know! Reference screenshot jose Change Log - v1.1 (2013.10.17) => Lowered the brightness in the alpha channel so that they look less bright in game. - v1.2 (2014.06.29) => Added the "paint_dispenser", "bounce_gel", "laser_catcher" and 4 dots per Tmas98 request
3 in 1 V2.0
The second version of my 3 in 1 map. The difficulty is easy, you will not blow up your minds. In fact the first version was a fail from me : i uploaded a wrong file...
3 in 1
A chamber that contains 3 tests. The difficulty is easy.
SP_Portal unto dawn
This is my first full fledged hammer map that I have posted on TWP have fun http://steamcommunity.com/sharedfiles/f ... =174881624
Destroyed/broken fan_01 models
have you ever been making an epic bts escape scene, and you thought "man, i wish i knew a non-cheesy way to make this fan look broken/break"? well, that's what these are for! featuring full collision and only using a pre-existing material, these are good for any time you need a broken fan for some reason. if there are any bugs other than the one mentioned in the read-me, please let me know. also please credit me if you use it in your map, "Tile" or "tile". Thanks. this is a pic of the collision model.
Gravitymod v.2
This version makes the gravity gun compatible with beemod1 Have fun Happy gravitying
Gravitymod
I will write a better discription later This is a gravity gun for the ingame editor will try to add more instances later this week THIS IS NOT BEEMOD1 COMPATIBLE or bluemod or speedmod have fun