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Core Socket Example
Core_socket.mdl usage example. Connect Wheatley to activate some of the testing elements.
Faith
My first Portal map! It's a single player map consisting of 4 quite easy, short chambers which should take about 15 minutes to complete. As .vpks are currently not working due to DLC pack, please extract all files to: C:\Program Files (x86)\Steam\steamapps\common\portal 2 In game press ` (to the left of 1) to open the console and type "map faith" to play the level. Once .vpks are working again I will release an update. Hope you enjoy, and any comments/feedback/recommendations please let me know in the topic link below. If you should happen to get stuck I have posted a video walk through here: http://www.youtube.com/watch?v=aZSODxmIBDU Release updates: v1.0 - Inital release v1.1 - Fix bug in chamber 4: you can get stuck if you don't keep a cube with you. v1.2 - Fix bug in chamber 4: there are too many cubes so you can get through the chamber by cheating. v1.3 - Bridge leading to Chamber 2: You can no longer run along the top while it is down. Chamber 2: The main puzzle has new geometry, so that cubes cannot fall between the gaps of the arms. v1.4: Chamber 1 and 2: Droppers fixed so that buttons only reset once the dropper is closed.
Co-op tube ride sequence
This is an instance that when triggered causes a sequence in which Blue, Orange or both go flying through a set of vents, like the one that leads to and from the 'DLC room' in the hub. To activate it you need a trigger_playerteam that will tell the instance what sequence to start (Blue/Orange; Long/Short) and to enable/disable the trigger_teleports. You should also place two trigger_teleports - one for Orange and one for Blue. these should be enabled when the corresponding bot arrives and disabled when he leave's the trigger_playerteam brush. There are four alternate remote destinations for these brushes: @orange_tuberide_long_teleport_trigger @orange_tuberide_short_teleport_trigger @blue_tuberide_long_teleport_trigger @blue_tuberide_short_teleport_trigger You can also have up to four point_teleport entities, from these the player will re-appear in the map after the sequence: @orange_tuberide_long_teleport_trigger2 @orange_tuberide_short_teleport_trigger2 @blue_tuberide_long_teleport_trigger2 @blue_tuberide_short_teleport_trigger2 YOU MUST NAME THESE ENTITIES APPROPRIATELY, otherwise the instance won't work properly. Hope you'll make the best out of it, I'm sure I will.
[COOP] Faith Bridge
I started with the goal of making a short, self-contained but complex map. I ended up with this. Probably in the medium difficulty range. Contains faith plates, light-bridge, buttons, panels, and cooperation! It doesn't require any difficult maneuvers, just good old logic and coordinating together. As this is my first released project, any and all constructive criticism and comments will be appreciated. As such, it is still a work in progress. I still need to work on better lighting and details, and I can add some angle helpers if they are needed. Let me know if my texture choices are too unorthodox (or if they just look bad) and I will change them. Thanks for playing!
Advanced Conveyor Belt (Portal2)
This is how Valve made proper conveyor belts in the game section 'turret manufacturing' It consists of eighteen func_tracktrains, with individually attached prop_dynamic belt sections which move the player and objects. VMF and BSP are included for you to examine and edit any way you see fit. Hopefully this will help to explain how it was done, and how you can do it for yourself
[SP] THE CORE: Portal 2 custom mini campaign
You are a test subject in the Aperture Science lab who winds up in another "puzzling" situation. You are also in a race against an ever wicked "test dungeon master" trying to make life hard and success a relative term. What's up with GLaDOS anyway ? Has she gone mad ? She had the cooperative testing initiative yet choses to let you break your heart and head over an inanimate companion testing element time and again. This is what you'll be getting: Solve 7 new maps full of puzzle elements Fully voiced GLaDOS by MissyChrissy (anglsummer4 on youtube) Companion elements (cube & sphere) Custom in-game media (video's and icons by TigerboyPT) Build 2.0: THE CORE RELOADED now live on the workshop! Due to the newer PTI integration, the "mod" version up to 1.1c will no longer work correctly, Therefor I recommend to not download the mod on this forum any longer but go to the following link: http://steamcommunity.com/workshop/file ... =117081702 There, you can subscribe to all maps and they'll be automaticly downloaded to your game. This update to the campaign fixes numerous issues, updates visual layout and inclujdes workshop compatibility where you can vote on the individual maps. Hotfixed build 1.1c: May 2012 Because Valve updated Portal 2 with a new dlc, they changed some internal resource file requirements which broke the main menu of my mod. I fixed this for build 1.1c. No other fixes were made. Patch 1.1b: minor fix: Fixed GLaDOS announcement triggering multiple times in bonus map. Patch 1.1 updates and fixes: General: custom signs are now self illuminated All maps now have correct reflections (cubemaps) improvements in some map detail design trough-out the levels updated essential mod file to support directx 8 fixed exit doors not closing behind the player in some maps (except for the nightmare elevator) Installer package now fetches for sourcemod dir in the windows registry Chapters now also show their titles in-game Map 1: (chapter 1: Angular Reality) replaced bts arms in sky-box with decoration lights to optimize performance on low memory bandwidth video cards More "ratman den" decoration to make it look less dull Map 2: (Chapter 2: A New Companion) moved back the catwalk which is sometimes blocking start catapult movement direction fixed further texture misalignments BTS decoration arm lights were pointing the wrong way Map 3: (Chapter 3: The Shrine) prevented placement of portals outside the shrine until THE CORE is removed from the altar redesigned the top of the shrine room fixed misaligned ceiling texture near gel and excursion funnel area jump panels of the second room now activate when the player enters fixed some Z-fighting props in the jump room BTS area fixed unfinished look of blobulator spawn area above the gel dropper made the pneumatic diversity exit vent more responsive to THE CORE puzzle indicators for tractor beam will now match it's direction color New puzzle in the shrine Map 4: (Chapter 4: Deadly Intermezzo) extruded glass near "bowling turret" to reduce the chance of blockages when it's tippled over reworked some brushwork in maze area removed ability to place portals in maze area to avoid players skipping the maze entirely Map 5: (Chapter 5: Euthanazation Vault) decorated the jump hall with extra brushwork and models fixed env_projectedtexture core goodbye line should be a triggered once only texturized laser power control room interior in case that players portal in there prevented players from going trough the tractor beam generator prop sanitized the puzzle around the tractor beam alcove with an escape platform and emancipation grill Map 6:: (Chapter 6: CatapultClysm) added bonus map- Map 7: (Chapter 7: Round Tangent) added extra models and brushwork to prevent players spotting the ceiling of the right side entry bts area when crouched. prevented "cutting the race" glitch by replacing core receptacle tube piece with an iris overhauled design of the small test room for a less dull look and removed shallow water areas fixed small room exploit where players could jump & hop the core inside the glass window without having to fling it fixed ability to place a portal on the second fling platform for the CORE race puzzle changed main test room acid texture to the correct deadly slime look corrected misaligned light spots on the exit hatch area removed map prototype GLaDOS power off event in exit area placed exit hatch override in case the player manages to "forget" THE CORE and left it being on the race exit socket gave breakable glass a visually broken style so it seems more obvious that you can break it. fixed succeeded wallprojector puzzle indicators showing unsolved state for the sphere when it is put into the socket for a second time- INSTALLATION NOTES: Unpack this archives WITH DIRECTORIES INTACT in the following folder "C:\Program Files (x86)\Steam\steamapps\sourcemods" So to be clear, the thecore directory goes inside this directory. Your sourcemods directory should now look like this "C:\Program Files (x86)\Steam\steamapps\sourcemods\thecore\" with subdirs like bin, materials, models etc... If you have a previous installation, just overwrite everything with the new files. Restart steam for the mod to become visible in your games list. Uninstall notes: To elimitate every trace of my campaign from your portal2 dir, delete: "C:\Program Files (x86)\Steam\steamapps\sourcemods\thecore\" and restart steam.
Prison Escape
This is a small Singleplayer map. It was originally intended as a test, but I decided to release it. Maybe you like it! ^^ Put the .bik file to Steam\SteamApps\common\portal 2\portal2\media After that, put the .bsp file to Steam\SteamApps\common\portal 2\portal2\maps and start playing the map. Thanks to Flo2912 for making and inserting the level sign! Story: Chell is being held in a prison deep in the catacombs of Aperture Science. Try to escape! Screenshot: http://files.homepagemodules.de/b557552/f9t76p622n2.jpg Hope you enjoy it!
Fizzled Panels
This is my first Portal 2 map. It's a clean map with three chambers and testing elements such as cubes, buttons, discouragement beams and turrets. Feedback is appreciated. Please note that the map file is a .vpk file which isn't installed the same way as a .bsp file. Please take your time to look at the readme even if you know how to install the map (otherwise, things might go very wrong). v 1.0 -release v 1.1 -put first fizzler in chamber 1 higher up -changed the faith plate in chamber 3 (puzzle is a bit different)
Laws of physics ... they still apply.
True story. My contribution to the contest. UPDATED : bug fix.