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Panel models 32 & 64
Uploaded by Skotty · Jan 03, 2013
5 comments · (No ratings)

A request by ChickenMobile. She wanted 32322 and 64648 panels with ceiling/wall textures. The 32-panels have ceiling textures. Skin 0 - observation room ceiling Skin 1 to 8 - underground ceiling tiles, different variations Skin 9 to 16 - white dirty ceiling tiles, different variations The 64-panels have wall textures. Skin 0 - black metal wall Skin 1 to 16 - destroyed metal wall, different variations If you want to have other skins, ask me.

Panel models 32 & 64
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Portal 2 Beta styled vac tubes.
Uploaded by tile · Jan 05, 2013
4 comments · (No ratings)

These are hexed vactube alternate models that have the un-textured frames, much like they did in the april 2010 game informer and valve's original meet wheatley trailer for portal 2. You may use these in any map that you want to look more like p2's beta, but please give me (tile) credit in your map (and let me know you made a map with my stuff in it, too, because i love seeing my work put to good use!)

Portal 2 Beta styled vac tubes.
The Shadows of Time: Episode 1
Uploaded by FelixGriffin · Oct 30, 2012
16 comments · 3.1 (8)

Felix Griffin and usCobra11 present, The Shadows of Time, Episode 1. Some physicists say that much of the universe consists of Dark Matter, but our research at Aperture has shown that up to 90% of that may be nothing but useless Sort-Of-Dark-But-Still-Pretty-Light Matter. The remaining useful 10%, Darker Matter, has proven useful in controlling the flow of time... Five short tests made for the mAI contest. Source code included. Enjoy!

The Shadows of Time: Episode 1
Portal Era : Part 2
Uploaded by twxootb · Dec 31, 2012
3 comments · 5.0 (3)

Hammer Adventure Final Version -- Medium Difficulty -- 20-30 min - Autosave =============== Story =============== Place : Aperture Center Year : Unknow You just fall. Try to escape this place and find a way to the surface ! =============== The Trophies Quest =============== They are 5 Trophies in the level. Will you find all the hidden trophies ? -- You can DOWNLOAD it from the workshop : http://steamcommunity.com/sharedfiles/f ... =116823978 -- Please keep on noticing the bugs and problems you encounter. -- "Portal Era : Part 3" is comming soon... -- Have Fun !!

Portal Era : Part 2
Companion Cube Screensaver
Uploaded by lifeson99 · Jun 05, 2011
5 comments · 3.8 (4)

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.

Companion Cube Screensaver
Portal 2 Thermal Discouragement Beam Example
Uploaded by Nacimota · Apr 29, 2011
5 comments · (No ratings)

Example map demonstrating the basics of thermal discouragement beams in Portal 2. Includes both source vmf and compiled bsp

Portal 2 Thermal Discouragement Beam Example
PUNT Gravity Cubes
Uploaded by FelixGriffin · Jan 03, 2013
2 comments · (No ratings)

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.

PUNT Gravity Cubes
[SP] Test Map Pack
Uploaded by Rand0mNumbers · Jun 20, 2011
17 comments · 5.0 (6)

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.

[SP] Test Map Pack
[Coop] Joint Potential - Act 2
Uploaded by Skotty · Aug 05, 2012
9 comments · 4.0 (5)

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

[Coop] Joint Potential - Act 2
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Portal 2 Timers example
Uploaded by josepezdj · Sep 29, 2012
5 comments · 5.0 (2)

=================== 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

Portal 2 Timers example