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Companion Cube Screensaver
Cube rotates and bounces around your screen. Has the original Campanion Cube and a couple other color variations. You can edit the Image files in Photoshop if you wish. Just install, then right-click on Desktop, select ScreenSever / CubeShow and click "Settings". Then select the folder with the Cube that you want to display.
Portal 2 Thermal Discouragement Beam Example
Example map demonstrating the basics of thermal discouragement beams in Portal 2. Includes both source vmf and compiled bsp
PUNT Gravity Cubes
As seen in Reepblue's previews for the mod PUNT! The example map isn't very good, and I'm not actually sure it doesn't leak, but it shows the triggers you need. Copy-paste them into a plain box and it'll look better. Used with permission, but you need to attribute PUNT to Reepblue if you make something big with this.
[SP] Test Map Pack
A collection of 7 maps I've made over the past few weeks to test various ideas. They are all dead simple...well, I tried to make the last one difficult, but I believe I did it in all the wrong ways (long walks, lots of shuffling between platforms, and some things aren't that visible). Anyways, each map will lead to the next. There are no elevators, so after completing a chamber, walk past, through, and onward from the exit doors. There are triggers set to change to the next map 3 seconds after you contact them. Start the sequence with "map testMap_3_movingButton". Note: [SP] Bits or Pieces was initially part of this, but since I submitted it for the Mapping Contest, it has been omitted. It revisits the moving button and rotating room ideas.
[Coop] Joint Potential - Act 2
JOINT POTENTIAL - Act 2 (by Skotty) An entry for the Heavy-duty super-mapping super-contest -[ thinkingwithportals.com ]- Two medium-sized puzzles, featuring energy balls and light-bridges. Note: This is part 2 of a set of 2. It is highly recommended that you download 'Joint Potential - Act 1' by Moth [Coop] Joint Potential - Act 1 Thanks to Moth for instances. Installation Instructions: ------------------------------------- Place the BSP file in the following folder: steam/steamapps/common/portal2/portal2/maps start a new cooperative game, and from the lobby, type the following console command: changelevel mp_coop_joint-potential_Act-2
Portal 2 Timers example
=================== Portal 2 timer examples =================== This is just an example map that includes the basics of 2 working timers (a countdown and a countup) that uses custom materials (numbers). The intention is to show the required entities and their inputs/outputs to understand the logic behind a timer made in the hammer editor. Also this method allows you the posibility to use your own custom typo/numbers to fit your map's aesthetics... For this example I used the typo "DIN Next LT Pro Condensed", because I think it's pretty much similar to the typo used by Valve for the signage lightboard; so if you are too lazy to make your own material and want to use it in a normal Portal2 map, it'll look good. So the purpose for this could be considered as merely didactic The basic idea under this method is to make an overlay with 10 frames (the ten numbers, from 0-9) and go changing its textureindex with the entity "env_texturetoggle". HOW TO MAKE YOUR OWN CUSTOM NUMBERS ---------------------------------------------------------------- 1. Open an image editor of your choice, take the font that you like and make 10 separate images, one per number (from 0 to 9), and REMEMBER to always give the image a size which values are a power of 2 (like 128x256 that I gave in this case). I prefer making .png files... you can do .tga as well... Whatever format that allows you recording an alpha channel (transparency) because this way, our numbers overlays would be stickable on whatever texture 2. Name each of them with a name followed by a suffix like "_0", "_1", "_2", and so on... Obviously, try to make that suffix coincides with the number into the image... lol. 3. Now open VTFEdit (http://nemesis.thewavelength.net/index.php?c=178) and go to File > Import. Now select at the same time (holding Ctrl or Shift keys down) all the ten image files. Do not resize the images. You can check into the "info" tab how the file contains 10 frames (each of them is a different number). I also made a cutie dots (":") to separate the seconds from the minutes and make them flicker: for this you need to make 2 textures, one with the dots and other completely empty but with the same size, then do the same as for the numbers, import them with VTFEdit selecting both at the same time. 4. Then save this file as .vtf into your "materials" folder (you can create whatever folder of your choice into /materials of course) giving it a whatever name. 5. Now you should create the .vmt file for the above .vtf file. Both names must be the same, only their extensions change... In this example, my .vmt file contains the following: UnlitGeneric { $baseTexture "josepezdj/numbers/black_numbers" $surfaceprop glass $translucent 1 "%keywords" portal $decal 1 Proxies { ToggleTexture { toggleTextureVar $baseTexture toggleTextureFrameNumVar $frame toggleTextureShouldWrap 0 } } } You can simply copy all that only replacing the path "josepezdj/numbers/black_numbers" by the one where your .vtf file is located and the name of your file. I guess it's clear. However, do not hesitate to ask whatever question or doubt Once created your custom texture for the ten numbers, check inside the attached .vmf in your hammer editor to see how you can set the timers up easily. Read the Readme.txt file for instructions info. A further post with an explanation in detail about how the timer system works is in the topic of this download, for those who doesn't really extract much info from the vmf file... josepezdj
Photonic
A medium-length, medium-hard difficulty map with lots of custom textures, as well as a custom layered music track composed by vanSulli. Credits: p0rtalplayer - Mapping Colossal - Textures vanSulli - Music Groxkiller585, Colossal, vanSulli - Playtesting TWP download also includes 5 screenshots and van's compilation of the music layers into one track.
(sp) Portal Era : Part 2 (Early Beta)
Second part of the Portal Era Adventure. This is a very early beta. Please notice every probleme or bug you find. Please record your blind test (it really helps). - 4 hidden trophies to find Here is the walkthrough : http://youtu.be/yC7OL0cZZhU
[Coop] Puffin
In response to macko68. Expected Playtime: ~1 hour.
Dojo of Pain(t)
Welcome Ninjas! This is my fifth map and my first try to implement gels. I worked a lot on this one and I think it's finally ready to be released. As you can see by the name this map focuses a lot on your agility skills. I would recommend that only average players should try this. And for those who are playing with a controller..... buy a mouse. Note: You don't need any kind of crazy bunnyhopping or insane strafejumps to solve it. Agility means there are moves that require quickness and precission. Anyways I tried to make the solution as clean as possible so if your failing a lot at some point you should probably try something else. As always I'm happy to see your solutions and please give me some feedback. Good luck ninjas! v1.1 removed multiple unintended solutions (Thanks to Jacu, Sicklebrick, Shakky and HeadShot) v1.2 fixed more unintended solutions by shakky and Jacu v1.3 fixed Jacus unintended solution for the end move.