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Panelized
This is my first ever attempt at mapping. I used this map to learn hammer. I hope you enjoy this not too hard puzzle and I would love to hear comments and suggestions. Enjoy!! Map Update#3 (Some gameplay changes)
CG_GelPuzles PRE FINAL release! Title needed!
Alright here's the third release and ninth incarnation of CrazyGuy's Untitled Gel Puzzles. Chapter 8, Three chambers centered around the physics paint, and using the gel in ways that the original valve maps did not. Difficulty medium to hard. in area 1, the way OUT of the top to the next area is just above the three panels that fall down; you must bounce out. This is not a spoiler, I intend to have Wheately lines to hint at it. I have ADDED the much anticipated transition sequence between areas 2 and 3. I really want some Wheately lines to go with it, but for now just rememeber AFTER COMPLETING AREA 2 LOOK UP AND OUT. Also, a strange bug but for some reason the window on the top of the third chamber does not always open. If that happens for you, part of the exterior of area 3 is meant to see into the interior after the sequence ends, but sometimes that portal closes off for no aparrent reason. I KNOW THERE ARE FRAMERATE ISSUES IN THE TOP OF THE FIRST CHAMBER. I'm sorry about this but I've already done as much optimization as I can for that area. If anyone has the time they could look at the included .vmf and see if they have any suggestions. Please let me know what you think, and especially if any cheat solutions can be found. If you get stuck on area 3, [spoiler]did you know that painting the UNDERSIDE of a lightbridge paints BOTH sides? yes, the blue paint does bleed through lightbridges.[/spoiler]
arm64x64_interior with hitbox
This is the normal arm64x64_interior with all it's animations and skins but additional physical hitboxes. Now prop_physics or players can collide with it without any clip-brush. Clean and rusty skins are in 1 model. Skin 0-2 is clean, 3-5 is rusty. (0 normal, 1 off, 2 error) I recommend to use this model just if necessary (avoiding possible mistakes made due decompiling).
Heavy cube impact VMF-File
This is a sample scene vmf-file for the Mapping Help Subforum. Thread can be found here: mapping-help/weird-trigger-behaviour-t4075.html I tried to simulate a heavy sound plus shake effect when a cube falls from a certain height.
Crusher Instances (many custom options)
These crusher instances are aviable for 1 side and 2 sides (opposite). You can do the following: Use a Reset Timer for auto-reset after crushing. Use a Solved-Relay that brings the crusher to "de-crushes" state (even if moving). Use single relays just to crush or uncrush without any automatic reset. Use the Status value - set a name of a math_counter and the crusher will add 1 if crushing and subtract 1 if uncrushing. (For multiple crushers). Just don't forget to kill/deactivate the not used features with a logic_auto at mapspawn. Use this well-thought-out crusher system to create crushers in all variants easily.
Screen Button No Arrow
It's the same button like props_gameplay\screen_button.mdl just without any arrow on it.
Vactube Glass both sides
New glass models of the Vactubes (just glass variants). The models will have visible glass inside and outside. They won't override the normal models or materials. The .vpk file if for sharing the map with other players (so they don't have missing models). Always put it to Steam\steamapps\common\portal 2\portal2\addons Attention: Just use in situations you really need inside glass, because the double count of polygons for the inside!
futurekillsreality
One Medium-hard Puzzle. Cool Map-Design. More Puzzles coming soon! 1.04: slightly altered puzzle solution.
the-exit
This is my first co-op map that I created. In this map you must find the way to open the exit. Should not die or do the first test(in 1st) again. You have to manage gel to do what you want.
[Coop] Colours Co-Op : : Map 4
This time the theme is Red & it's set in 1960s Aperture! And it of course has to feature lasers and all 3 gel types! So a lot of people found Green too hard. I'll make up for it with this mild/easily solvable one ~ Enjoy! (Updated To Version 5 - Let Me Know If It Lags Still Due To Sound Overload Errors! - Note: This isn't an optimization problem, it's an ambient_generic problem) Notes: V 1.7 has sounds removed so it doesn't crash/lag. V 1.6 has the original music as planned that was removed due to... well some kinda weird Portal 2 Bug that I can't fix.