Browse Downloads
Recently active files on the download database.
'Only a Test' Map pack preview
The cinematic opening to my map pack. Enjoy. This is the cinematic opening to my map pack, 'Only A Test'. There's not any puzzles in this map yet, as the entire pack isn't finished. Special thanks to The Hamster Alliance for his voice. Any comments would be appreciated.
Companion Sphere
A Sphere reskined with the Companion Cube Heart I reworked the plain Sphere texture, adding the Companion Cube heart to it. Special thanks for Shmitz for compiling it for me, after I tried for a long time and couldn't get it working. Skin 0 is the Standard Sphere Skin 1 is the Companion Sphere
Turret Dispenser Example
Example Map of a Turret Dispenser It's basicly a turret dispenser. What it does, is that a mechanical arm places a turret at ground level when you hit the switch. Also it will not place another turret, when the ground to place it is not clear (you have to move or destroy the turret/debris). It's not flawless, but it does the job.
Alpha Chamber 1
My first of hopefully many Portal maps. This is the first of two planned maps for Portal. I'm sure you know how and where to put the files, right? No? ...ok then. Place the .bsp file into your "maps" folder located in your "E-MAIL\portal\portal" directory. Then, fire up Portal, and type "map alphachmb_1" in console, and you're good to go! Sorry it has to end so abruptly, and that it's so short, but once I release the second map that goes along with this, the first will be included as well so that it can be played the way I truly wanted it to be. Not sure when that will be, unfortunately.
Common Prefabs for Portal (CP4P) version 1
Useful, &i-able, and documented prefabs for Portal From the included documentation: CP4P - Common Prefabs for Portal Version 1 - Released Jan 05, 2008 =====WHAT IS CP4P?===== CP4P is a set of prefabs intended for creating common gameplay elements in Portal. All of the prefabs are designed with the following in mind: Easy alignment to the grid (when feasible) No excess baggage. CP4P prefabs do not have remnants of connections to other entities, nor do they have brushes that are part of the level they were taken from. Consistent naming scheme designed to not conflict with other entities not related to CP4P All prefabs are documented. Prefab origin "makes sense". For instance, A big button will be centered on the x/y plane and resides entirely on or above it's origin in the z plane. Thus, it can be placed at the same height as the floor and appear in the appropriate location. Most named entities use a naming scheme that is: * Instance-able. Most named entities use &i somewhere in their name so multiple copies can coexist. Exceptions may exist for entities that should only need to exist once per map, or where multiple entities with the same name is acceptable. * Named to not conflict with existing entities. All entity names begin with "CP4P_" (and expect similiar) * Work with wildcards in such a way where additional components of a prefab will not inadvertently be affected as well. Prefabs try to designate a minimal set of entities for communication with 'the outside world'. For instance, a multipart door only requires a single set of inputs (one to open and one to close) to a single connection point, rather than having to instruct each side of the door to open/close individually. =====WHAT DOES CP4P INCLUDE?===== Since version 1: Ball Catcher Ball Launcher Big Button Common CP4P Dependencies Doorstate Indicator Round Door Round Door (wide) Slime Switch (Simple) Switch (Timed Refreshable) Switch (Timed) Switch (Toggle) Weighted Companion Cube Weighted Companion Cube Dropper Weighted Storage Cube Weighted Storage Cube Dropper =====INSTALLATION INSTRUCTIONS===== 1. Copy the CP4P folder into your Steam prefabs folder, located at: STEAMINSTALLDIR\SteamApps\USERNAME\sourcesdk\bin\orangebox\bin\prefabs (example: C:\Program Files\Steam\SteamApps\johndoe\sourcesdk\bin\orangebox\bin\prefabs) If you want to look at sample maps (currently only one), copy them from the "samples" folder to the Hammer maps folder, located at: STEAMINSTALLDIR\SteamApps\USERNAME\sourcesdk_content\portal\mapsrc (example: C:\Program Files\Steam\SteamApps\johndoe\sourcesdk_content\portal\mapsrc) If you want to play the sample map in-game, compile it normally in Hammer. (The .BSP is not included to save space.) It is assumed that as a mapmaker you are familiar with how to actually get from editing a map to playing it in-game.
Logic portals z02 fling
a demo file of a fling from the 3rd to 4th areas what i did is i made a portal in the floating wall panel near the exit of the room, then i tunneled to a high spot across the room, then i made a floor portal to get through at an acute angle.
DaMaGepy map #3 [developer]
DaMaGepy's map #3: Button mania I rate this map as "almost hard" difficulty, so don't expect too hard puzzles. Harder ones will be introduced in map #4 and #5. http://heroes.hardwired.hu/-/portal/portmap.html Report exploits/bugs pls. optional things: - find the hidden bean conserve Notes: - Its only a developer version, with not much detail and light adjustment - Rooms will look more clear, hints/tips are not included - Last room is a bit broken, but the puzzle works - Added a spawn-timer to the box dropper, so if all 4 box has been destroyed in the same time, they will respawn one by one every 2 second. - The corridor before the last room will be removed, its just temporary (or should it stay?) - If the portal-from-a-portal room is too hard (must be too quick for an "average" difficulty level) I'll lengthen it, send feedbacks pls! - There will be 2 more big room with 5-6 small individual puzzle.
Moving Platform Tutorial
Moving Platform Tutorial with other entity example This Map has working or somewhat working examples of the following portal mechainisms: 1x moving Platform 1x Ball Launcher / Catcher 3x Cube Dispensers 3x Button / Door Combo's 3 or 4 Fizzlers (Particle Effect from elevator top to elevator shaft top isn't in there) 1x Entrance Elevator (Fade in is broken) 1x Transfer Elevator 1x Exit Elevator
Construction Zone
My first map. The theme of this level is that the area was still in the middle of construction when GlaDOS flooded the faccility with a deadly neurotoxin, so it was left unfinished. Difficulty-wise, I think its pretty easy. I was going more for atmosphere. Its still a work in progress so there's a few things I still need to do, but you get the general idea. Thoughts and comments welcome. Preview video of the updated version: http://au.youtube.com/watch?v=FmPfa1p8_jo UPDATE: Jan 20, 2008 I've just uploaded v0.2. Changes include: - redesigned the map and added more detail, including corridors between the rooms to each room wasn't directly touching each other - changed room 2 alltogether - linked the end with the start, which fits the theme more. - added a bonus map script Still to do: - I need to update the buttons so they only work with the boxes - the end corridors are very plain atm, I need to add more 'behind the scenes' detail All comments are welcome, I want to know if there's anything you think I should change/update, or any bugs that I haven't noticed. Thanks!
Box Dropper Tutorial
Map for Box Dropper Tutorial This map includes a box dropper, a player start and a fizzler, all of which integrate as an example for the Box Dropper Tutorial