File Size: 11.39 MB
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Rating: (3 votes)
Description
My collection of items for the BEE2. These items mainly are rearranged or special versions of existing items. Some help is available in the right-click info panel, but consult the Readme for full instructions. All non-logic items are fully styled for all the default styles. It is compatible with Radelite's addons, providing styled versions for the Ratman Style. This includes my Refurbished Style, a hybrid of Clean and 1950s style similar to the Coop Course 5. I also have a modified version of 1980s style, with a damaged Enrichment Sphere showing the surrounding Test Shaft. I now have an Overgrown Style, replicating the dilapidated Aperture seen in the first few levels of the singleplayer campaign. There is also a debug Unlocked style to allow adding or deleting the mandatory entry/exits and observation rooms. Be careful with this! Thanks to Skotty (High Energy Pellets, Bumbleballs and Catapult Cubes), Moth(Bumbleballs), SoundLogic(Catapult Cubes) and PortalCombat (Sphere Cannon) for creating the original versions of some items, which I have made PTI compatible and restyled. You'll need 7-zip to extract the archive. See the GitHub repository for WIP items, styles and changes. I don't advise using these files unless you are willing to have your maps break. Styles: - Refurbished Style - Overgrown Style - Open 1980s Style - Unlocked Clean Style items [spoiler]- Retractable Pedestal button - Worldportal Door - Diagonal Laser and High Energy Pellet launcher - Quarter wall - Dropper version of PortalCombat's Sphere Cannon - Antline Router - Antline Magnet - Angled Block - Music - Laser Music - Conveyor Belt - Large Faith Plate - Global Cube Dropper - Paint Cleaner - Double Grated Panel - Futbol - Ditch - Caged Turret - Caged Reflection Cube - Wheatley Monitor - Portalable Stair - Portalable Piston Platform - Turret Dropper - Toggleable Faith Plate - Static Panel - Static Piston Platform - Half/Half Wall - Coop Checkpoints - Recessed Fizzlers - Crusher Plates - Sideways Light Bridges - Shredders - Static Glass Panels - Half Panels - BumbleBalls - Catapult Cubes - Bomb Droppers - Rotating Faith Plates - Glass With Hole - Glass Doors - Slow Crushers - Piston Relays - SR Latches - Angled Light Bridge - Separation Coop Checkpoint - Cube Transmuters - Ceiling Lights - Autoportal Pistons - Timeout Portals - Clamped Cubes - Global Cube Triggers - Override - Neurotoxin - Chamberlock - Retractable Floor Button[/spoiler] Changelog [spoiler]* v45: - Fix hovering debris in Overgrown Entrance Elevator - Prevent ball lines from playing in Clean - Quiet - Fix Warm Lights in Clean Style - Make Clean Fizzler models animate correctly - Remove the old documentation from the archive * v44: - Brand new Portal 1 Style Coop entrances and exits, using lifts to transport players to and from the level. - New P1 Style Angled and Clear Panels that use pistons instead of robot arms. - Change: Caged Turrets will no longer have the grating explode, this should make it less likely the turret will not be able to shoot through the grating. - New Caged Turret model. - Fixed Overgrown Quiet Style. - Retractable Pedestal Buttons use the correct Overgrown instances instead of Art Therapy ones. (Typo!) - Fixed crash in P1 Coop if cubes are present in the map. - Clean Style Fizzlers should now retract properly if they didn't before. - Black texture added behind fizzler, so they look nicer on white walls. * v43: - Improved Overgrown style observation rooms, the sound should be quieter and the flickering can be completely disabled by turning off "start enabled" in the large observation room. - The overgrown style elevator screens are less random, they match Cave's PTI dialogue (If you heard them all, the video screens will be random). - Overgrown Turrets are twitchy now. - Changed style of Refurbished lights. - Fixed bug with Overgrown track platform rails. * v42: - Fixed Overgrown reflection cube packing. - Fixed floating cubes on Overgrown piston platforms. - Added custom model for P1 styled storage cubes, companion cubes, spheres, pedestal buttons and laserfields. - New custom Overgrown style glass. - Better P1 style crusher, piston platform and buttons. - Custom indicator lights for P1 style, to make them appear smaller. * v41: - All Valve+BEE1+HMW items finished for Overgrown Style. - Coop exits done. * v40: - Added first version of Overgrown Style, featuring a heavily damaged Aperture overgrown with plants. This is not finished, some items remain clean styled, and Coop exit corridors haven't been styled yet. - A quote list has been added to describe how the extra quotes in the various styles are picked. - Neurotoxin vents have been modified to be cheaper; the activation radius is now only visible in the editor. - Neurotoxin will permanently shut off when players get inside the exit door. - Added update checker to the readme. When the next update is released, the readme will show a message (only when actually open). * v39: - Added files for some checkpoint instances. - Adjusted lighting in P1 Style Checkpoint, and changed droppers to use P1 style versions (both checkpoints). - Added the second door for P1 Style Chamberlocks (Whoops.) - Checkpoints will not close their front door if an object is placed between it and the fizzler. - Players will slide off of the camera in Refurbished Small Observation Rooms. (Prevents cheating puzzles). - Changed something with Companion Cubes[/spoiler] Earlier changelogs
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I have an idea
make an camera, that can be connected with an big screen. thats awesome 
I didn't make some .3ds files, I just copyied and renamed some of the valve ones.
Unfortunately, the game engine only allows one camera to be active at once so this would be incompatible with Wheatley monitors.
You can make 3DS files in Blender, or export from whatever other modelling program you used.
No style currently has an actual Wheatley monitor, I'll add it to the Wheatley style once that's made and released.
It's not hard to make mods, provided can use hammer. I'd recommend reading through this thread, there's lots of info there.
There's two parts to any item, the instance for the item which provides the ingame functionality and the editoritems.txt entry which defines its behaviour inside the editor, what properties it has and things like that.
I'd suggest spending a bit of time looking through the various instances to get a feel about how they work. Then look through the editoritems.txt file (this is located in portal2_dlc2/scripts, but you'd want to create a .beec file in portal2_dlc2/BEE2/items which has just your item, so the BEE2 can add it to its generated items.)
well done, i have some suggestions though
here are the items you have so far in game for reference
- Retractable Pedestal button
- Worldportal Door
- Diagonal Laser and High Energy Pellet launcher
- Quarter wall
- Dropper version of PortalCombat's Sphere Cannon
- Antline Router
- Angled Block
- Music
- Laser Music
- Conveyor Belt
- Large Faith Plate
- Global Cube Dropper
- Paint Cleaner
- Double Grated Panel
- Futbol
- Ditch
- Caged Turret
- Caged Reflection Cube
- Wheatley Monitor
- Portalable Stair
- Portalable Piston Platform
- Turret Dropper
- Toggleable Faith Plate
- Static Panel
- Static Piston Platform
- Half/Half Wall
bug fixes needed
- world portal doors don't open.
- glados is too close to screen on glados monitors.
- make ditches look more realistic when placed next to each other so one long one is one pit in the floor that is lower instead of a bunch of square pits next to each other.
items that need to be added
- sizable shredders
- crushers that can be timed
- crushers that are hidden behind the wall and smash through the panels when activated.
- crusher decal (where spike holes are seen in floor or wall)
- static mashy spike plate walls that can be rotated from a panel to a plate or back (seen a lot in coop tests with funnels and at end of coop trailer)
- cold, neutral, and warm light strips that can be sized to either the original size or the two other sizes that are included in hammer.
- add a wheatly style with bottomless pits and open walls.
- add the ratman style to version 11 and up and add the destroyed entrance and exit elevators to it and have the announcer replace glados in it.
- add diversity vents, i recommend you use point pushes for the vents, the original ones included in bee2 didn't work very well. i have instances of the vents from bee2 that i have fixed, but they are only the single tubes. there are no T or + tubes made or included yet.
- add the types of panels seen just below the edge of bottomless pits in the wheatly test chambers.
- fix and add the punt cubes.
- add models that match the custom items in pti as they look in game.
Thanks for all the feedback! I can fix the first two bugs, the last one won't really work due to the way PTI creates walls.
I'm planning on adding shredders and the crusher spike plate. For the item models, I've got to get propper or some other modeling software working before I can make more models. The current items are reskinned other items. I'll add larger lightstrips and non-moving spike plates. I'm not going to make/finish the Wheatley and Rattman styles, I don't really know what instances Carl/Radelite have already made that I'd duplicate. I will restyle my own items for those styles. What do you mean by timed crushers?
TeamSpen210 wrote:
Thanks for all the feedback! I can fix the first two bugs, the last one won't really work due to the way PTI creates walls.I'm planning on adding shredders and the crusher spike plate. For the item models, I've got to get propper or some other modeling software working before I can make more models. The current items are reskinned other items. I'll add larger lightstrips and non-moving spike plates. I'm not going to make/finish the Wheatley and Rattman styles, I don't really know what instances Carl/Radelite have already made that I'd duplicate. I will restyle my own items for those styles. What do you mean by timed crushers?
the timed crushers can be controlled with a timer like the timer on the pedestal button so they automatically come out after a set amount of time, and retract and repeat the process.
you should make one crusher item with a bunch of options such as
- time between each crushing cycle
- time the crusher stays out until it retracts between each cycle (can't be any higher than time between each crush cycle)
- if it is hidden behind panels and smashes through them like the crusher glados trolls you with in that one COOP level.
also the static spike plate needs some special options too
- can rotate over to the spike plate from panels or back like the rotating wall panel in PTI
- color (white or black) of the panels on the panel side of it
also do you want the diversity vent instances i fixed up from bee2 so you can add the T and + shaped tubes to them?
ellingtonisland wrote:
the timed crushers can be controlled with a timer like the timer on the pedestal button so they automatically come out after a set amount of time, and retract and repeat the process.you should make one crusher item with a bunch of options such as
- time between each crushing cycle
- time the crusher stays out until it retracts between each cycle (can't be any higher than time between each crush cycle)
- if it is hidden behind panels and smashes through them like the crusher glados trolls you with in that one COOP level.
also the static spike plate needs some special options too
- can rotate over to the spike plate from panels or back like the rotating wall panel in PTI
- color (white or black) of the panels on the panel side of it
also do you want the diversity vent instances i fixed up from bee2 so you can add the T and + shaped tubes to them?
You can only use options that were already used for some item. So you can have a timer, for example, but not two timers for different things.
I can make the flipping spike plates, but that will make them less useful - you couldn't place them next to each other around a corner.
TeamSpen210 wrote:
I can make the flipping spike plates, but that will make them less useful - you couldn't place them next to each other around a corner.
the flipping spike plates should be easy to get next to each other and in corners if you think a bit, you would set them up like the glass and grating (the glass and grating had multiple designs in the vsp files and in game it formed a perfect edge when when multiple sections where connected to each other properly) was set up in pti, you just design multiple instances and put a metal frame on the parts where the side walls would be (not the back wall) behind where you would see behind them in some of them so if you made a wall of spike plates shaped like the one in this ANSII code diagram below as if you where looking at the spike plates as if the spiky side was directly in front of the player. with this design just like the glass you could have spike plates anywhere and they would work and the BTS behind them would not look bad when they rotated if designed in hammer properly.
| or - = yellow wall at edge of BTS background room
: or ~ = frame between back wall and spike plate
X = spike plate
|X:X|
|~~~|__
|X:X:X|
ellingtonisland wrote:
the flipping spike plates should be easy to get next to each other and in corners if you think a bit, you would set them up like the glass and grating (the glass and grating had multiple designs in the vsp files and in game it formed a perfect edge when when multiple sections where connected to each other properly) was set up in pti, you just design multiple instances and put a metal frame on the parts where the side walls would be (not the back wall) behind where you would see behind them in some of them so if you made a wall of spike plates...
Glass and gratings, like lasers and a few others, are hardcoded. The only real modification you can make is the color of the frame.
The problem is more with the embedded sections, since you wouldn't be able to place them like this (side view):
^^^^^^
<|XXXX
<|X
<|X
<|X
found a few more bugs in your items
- the conveyor belts cause PTI to throw a compile error on map building.
- the music controllers cause PTI to throw a compile error on map building.
- world portal entry doors don't open.
to make the rotating mashy spike plates follow the design of the BTS stuff behind the flip panel that came in the original PTI, you can have multiple flip panels next to each other and they look fine. for the corners that have the corner point facing towards player you would have to make a static non rotating spike plate.
also make a ramp that is twice as long (similar to some of the ones in the wheatly test chambers) as the ones that came with pti.
also with the Portalable Piston Platform make it so the portable panel part can be configured to tilt like the ramp after it comes out of the wall
like this
in wall
|
|
|
out of wall
|
-----\
|
the next thing i think i will attempt will be to design a panel instance that can have up to four panels in a voxel in PTI, will base it on the original light strip that came with pti.
Just played a map where the Dropper-Version of my Sphere Cannon was used.
Nice modifications, TeamSpen210. The Dropper-Version is great, good work.
Nice idea with the transparent sphere in it, but it also blocks the view a little bit too much. ^^
(That is why i didn't make the sphere visible at my version ^^)
I did not check the other items yet... just wanted to say thanks and good work. =) 
I am planning to add a version of the static pistons with a 45 degree top, but not a normal version - bit too advanced movement for old aperture, and panels with pistons don't usually work too well. Just updated with fixes for those bugs.
The problem with adding larger ramps is that the large model only has one animation which includes it shaking rubble off of itself, which wouldn't fit a clean map. It'd have to be non-moving, in which case you could just use the angled blocks.
You wouldn't really be able to make 4 different panels in one block, the embedded sections would collide with one another.
V13 includes a new Refurbished Style, a hybrid Old Aperture/Clean style. It uses an old enrichment sphere which has been upgraded by GlaDOS.
TeamSpen210 wrote:
V13 includes a new Refurbished Style, a hybrid Old Aperture/Clean style. It uses an old enrichment sphere which has been upgraded by GlaDOS.
Where is this 'refurbished style'?
i can't find it :/
could tell me where is this?
Whoops! I managed to not actually add it to the download. It should be there now in the style menu if you redownload.
TeamSpen210 wrote:
Whoops! I managed to not actually add it to the download. It should be there now in the style menu if you redownload.
Thanks veeeeery so much ! 
and.. Can i second question?
"music controller" is included [laser music controller/styled music controller/background music controller].
but laser music controller/styled music controller is
[ building on PTI -> play the map, -> "There was an error building the puzzle" error appear.]
Do you know whether you can use them to teach ?
Which style does it give that error on, and which of the three items does that happen to? If you right click on them in the BEE2 menu a discriptiion will appear explaining how to use them.
TeamSpen210 wrote:
Which style does it give that error on, and which of the three items does that happen to? If you right click on them in the BEE2 menu a discriptiion will appear explaining how to use them.
? have some error styles - Clean/portal2/BEE MOD 1.05/Art therapy
Clean/Original Portal2/BEE MOD 1.05/Art therapy - build [laser music controller/styled music controller] on pti -> create and play -> There was an error building the puzzle error appear.
but, background music controller nice working
? 1950s/1950s compatability/1960s/1970s/1980s/Refurbished style - works well.
- oh wait. after v14 patched, 1950~ 1960s wall change same Refurbished style!
I'll fix the music items next update.
Refurbished style is supposed to use the same textures as 1950s style, I might change this to use any underground texture. Some of my extra items aren't fully restyled yet so they use the 50s era versions, I thought it would be better to get the style out since It's been mostly finished for a while.
TeamSpen210 wrote:
I'll fix the music items next update.Refurbished style is supposed to use the same textures as 1950s style, I might change this to use any underground texture. Some of my extra items aren't fully restyled yet so they use the 50s era versions, I thought it would be better to get the style out since It's been mostly finished for a while.
Oohhh.. Thanks a lot!!
It is reallly very nice of you =)
Thanks to you.i did detail to make pti chamber 
why don't you 'Refurbished' theme wall is replace to 'Clean' theme wall?
it looks better. awesome.
+ 1950s/Refurbished style has something problem.
..> swap wall texture to floor texture.
nice update, but it needs some work and bug fixes.
- the conveyor belt does not start automatically and is invisible, remains invisible until powered where it comes out at one end, also when the belt is running it is black and not textured at all.
- where's the new spike plate, i can't find it anywhere.
- the art therapy style could use some work, something does not look right about random yellow back wall and panel insulation tiles appearing everywhere randomly. to fix this you should make a item that is very similar to the recessed fizzler, it would be a decoration block which would have the panel frames recessed into it like you see them in this photo on the right and the yellow textured insulation would behind the panel frames and you could place these anywhere in the chamber similar to the portal 1 styled walls to create a nice looking art therapy styled chamber instead of having them showing up everywhere randomly. you should make a very similar item for the yellow BTS walls.
- glados monitors do not work in the art therapy style.

I haven't updated any items for Art Therapy yet, it doesn't have the GLaDOS studio room. The conveyor belt is really buggy due to how I had to make it; I think I'll switch it to use models instead which might fix some issues. The new item isn't a new spike plate, it's actually a set of holes in the floor which exactly matches the crusher spikes to place opposite it. The Wall feature item will have various black tile walls with some missing just like that screenshot. I really should add more screenshots, or maybe a demo map.
TeamSpen210 wrote:
I missed adding a required file. Sorry, updating now.
No problem. i just was sad, :p nvm im now happy that you fixd it 
Btw: Great mod

I saw youre newest items, maybe make an companion cube that trys to kill u if youre not watching on it 
SjorsMaster wrote:
I saw youre newest items, maybe make an companion cube that trys to kill u if youre not watching on it
It may have been done in Gmod, but I havent seen it in portal 2 yet. Just skip past the first minute
some items you should add into a update of this
- the 3 different color temperatures for the strip lights from original PTI
- x2 and x3 longer strip lights in all 3 colors.
- Nerotoxin Vents and nerotoxin countdown clocks (make it so the clock acts like a pedestal button and every second added to it counts as 1:00 on the nerotoxin clock.
- Pneumatic Diversity Vents, vacuum tubes (all types of tubes, corners, straights, t shaped, + shaped ect, also use point pushes in all vacuum tubes, less buggy/works better!) and gel tubes (all types of tubes, choose from any of the gels)
- crushers with a timer (when set to 3 seconds crusher would extend and stay extended for 3 seconds and then retract and stay retracted for 3 seconds, or if set to 0 seconds/infinity it would come in and out fast like the fast crusher on the conveyor belt in the wheatly levels near the end of the single player campaign)
- sizable shredders. (also make the shredder grinding sound a little quieter)
- create a destroyed style with the announcer with destroyed elevators and add various plants and destroyed panels, sky holes, ect and stuff from the destroyed style that could be placed into test chambers. (for a large hole in the ceiling create the instance and make it so pti could place it on the ceiling and detect collision points like you did with the shredder.
- Bisquit already made this, but I think it's broken in the BEE2, so I could fix and restyle that one.
- I might as well make this (Edit: The larger light models aren't used much and don't look very good, so I won't make them since you can easily use the normal lights.)
- I don't really think this belongs in the puzzlemaker, it'd be more frustrating then useful for players.
- BenVlodgi has plans for much better vents, but they won't be coming out for a while.
- I had a slightly different plan for some timed crushers, I'll probably make that instead since it' s more versatile.
- I can't make resizable shredders. I made it extended out of the floor like I did so you are able to push the ends inside the wall if needed. I'll lower the volume a bit though.
- Carl Kenner and Radelite are both making their own destroyed styles, I won't be making my own; I will be making extra items for them, like broken panels and holes. One planned item is a large hole in the roof, I'll make it act as basically a ceiling-mounted large observation room.
TeamSpen210 wrote:
- Bisquit already made this, but I think it's broken in the BEE2, so I could fix and restyle that one.
- I might as well make this (Edit: The larger light models aren't used much and don't look very good, so I won't make them since you can easily use the normal lights.)
- I don't really think this belongs in the puzzlemaker, it'd be more frustrating then useful for players.
- BenVlodgi has plans for much better vents, but they won't be coming out for a while.
- I had a slightly different plan for some timed crushers, I'll probably make that instead since it' s more versatile.
- I can't make resizable shredders. I made it extended out of the floor like I did so you are able to push the ends inside the wall if needed. I'll lower the volume a bit though.
- Carl Kenner and Radelite are both making their own destroyed styles, I won't be making my own; I will be making extra items for them, like broken panels and holes. One planned item is a large hole in the roof, I'll make it act as basically a ceiling-mounted large observation room.
- add the larger light models too.
- nerotoxin vents could be used to create test chambers the player had to solve within a time limit.
- Ben told me he was not going to do anything more with bee2 and not add anything more to it, he is only working on Back Stock now. so it looks like you get to make these, i recommend using point pushes to create the vacuum in the tube. also add glass gel tubes.
- make the shredders so you can extend them width ways, adding more than two shredding wheels onto a single shredder when they get extended.
I'm not adding the larger lights, because they'd only be useful in clean style since all the others would look identical to the normal lights. I can't actually think of a time where Valve used the longer light models, since they look very stretched. There is all kinds of collision problems with them, meaning they wouldn't block antline placement. This would make them pointless.
Neurotoxin can have valid uses, but I think there are too many ways to use it badly, like making maps with an instant death that you can't see or making a simple puzzle frustrating with a too short timer.
For the shredders, I might have to look back at the coop maps but adding extending capabilities can't really be done in the PTI. The shredders are designed to work in pairs, and you could just use two next to each other. I designed them so the thin walls on the edge would be deadly if the player tried to walk along them.
Error with building maps:
?s that the fault from this mod?
[PORTAL2 PUZZLEMAKER] CVoxelTestChamber::Export VMF D:/Program Files/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.vmf ...
[PORTAL2 PUZZLEMAKER] CVoxelTestChamber::Export VMF success, chamber size: (9,15,4)
[PORTAL2 PUZZLEMAKER] Compilation time (after export): 163 (ms)
[PORTAL2 PUZZLEMAKER] Compilation time (after VBSP): 5594 (ms)
VVIS failed.
Valve Software - vvis.exe (May 30 2013)
2 threads
reading d:\program files\steam\steamapps\common\portal 2\sdk_content\maps\preview.bsp
reading d:\program files\steam\steamapps\common\portal 2\sdk_content\maps\preview.prt
LoadPortals: couldn't read d:\program files\steam\steamapps\common\portal 2\sdk_content\maps\preview.prt
SjorsMaster [NL] (spnk41) unpaused the game
[PORTAL2 PUZZLEMAKER] Saved puzzle: D:/Program Files/Steam/steamapps/common/Portal 2/portal2/puzzles\76561198091457105\autosave.p2c
[
TeamSpen210 wrote:
Which style, and what items are you using?
Clean, and Ratman Style
TeamSpen210 wrote:
I'm not adding the larger lights, because they'd only be useful in clean style since all the others would look identical to the normal lights. I can't actually think of a time where Valve used the longer light models, since they look very stretched. There is all kinds of collision problems with them, meaning they wouldn't block antline placement. This would make them pointless.Neurotoxin can have valid uses, but I think there are too many ways to use it badly, like making maps with an instant death that you can't see or making a simple puzzle frustrating with a too short timer.
For the shredders, I might have to look back at the coop maps but adding extending capabilities can't really be done in the PTI. The shredders are designed to work in pairs, and you could just use two next to each other. I designed them so the thin walls on the edge would be deadly if the player tried to walk along them.
I have a little update and some new stuff for you
- have you ever seen Joe dirt? remember where he says to the firework guy "it's not what you like, it's the consumer" what i mean is add nerotoxin vents, if players abuse them then their maps won't become very popular on the steam workshop. the best way to make these is have the vents have 3 different parts, which would be the vents with gas particles, the timers, and a main controller which would be connected to something to trigger it (like a button or trigger placed in PTI) control the fog and player death when timer reaches zero, and the main controller would connect to the vents and the timers and control the time limit based on 1 minute per every second added to it in the editor.
now items that should be added
- add the 3 variations of the light strip
- add diversity vents and gel tubes, (Ben told me a few days ago he is working on back stock and no longer working on BEE2 and any new bee2 items)
- add the giant fan that was seen underground in the coop campaign (make it so it can be placed in both clean and underground styles and make the fan's frame it is set in 1 voxel wide so it could be placed in a 1 voxel wide wall in a large PTI test chamber. also make it so it could be connected up to a button or something and turned on or off) (see the fan i am talking about in this video http://www.youtube.com/watch?v=pwcfiU25zkU)
- add the sliding panels you see in the coop trailer that drop down and slide into the wall to reveal a floor shredder. (make them 1*2 voxels wide so they could be placed over a pit containing two shredders)
- make slow crushers that trigger when the player comes anywhere within the 8 cubical voxels in front of the spikes.
- make a excursion funnel that is vertically and horizontally centered in the center of 4 voxels (in PTI it would be the same size as a crusher, and it would be centered within a group of 4 voxels)
- make a faith plate that would be centered like the excursion funnel above. (and make the target for it be centered within 4 voxels too.
- see if you can design a working bottomless pit (a little hint from me on this one, first create items which would be panels and frames with skybox behind them that could be placed on the walls around the pit to create the illusion of a well designed bottomless pit. next add a main controller for the pit which would create this 1 large room in the map far away from the Test chamber which would be a skybox and BTS area with other (non solid) test chambers in the background, then make a skybox voxel sized item which would be a skybox textured wall, then add a sizable trigger hurt that would could be sized similar to a fizzler and when all is right the player would make a pit in pti and fill it with the skybox walls and place the panels around the edge and place a trigger hurt near the bottom and when designed properly this would create a realistic bottomless pit.
Neurotoxin isn't a test element, and I don't think it fits at all.
Bisquit already made the different light strips, I'll see if I can fix them.
The giant fan makes no sense in any of the test chambers, it also is effectively a really big laserfield and therefore unneeded.
I'm not a fan of items designed to hide things from the player, but I did have another item in mind instead of this.
If you want auto-triggering crushers, just use a bunch of trigger multiples and an OR gate.
A centered funnel could be useful, but I don't want to have to make centered versions of every single item.
Centered faith plates would be difficult to get working as well as not very useful.
There,'s functionality in the stylechanger to convert goo pits into skybox and I don't need to add an item to add the 3D skybox. Bottomless pits aren't used in any of the current styles, but will be added for Wheatley style.
TeamSpen210 wrote:
Neurotoxin isn't a test element, and I don't think it fits at all.
Bisquit already made the different light strips, I'll see if I can fix them.
The giant fan makes no sense in any of the test chambers, it also is effectively a really big laserfield and therefore unneeded.
I'm not a fan of items designed to hide things from the player, but I did have another item in mind instead of this.
If you want auto-triggering crushers, just use a bunch of trigger multiples and an OR gate.
A centered funnel could be useful, but I don't want to have to make centered versions of every single item.
Centered faith plates would be difficult to get working as well as not very useful.
There,'s functionality in the stylechanger to convert goo pits into skybox and I don't need to add an item to add the 3D skybox. Bottomless pits aren't used in any of the current styles, but will be added for Wheatley style.
- nerotoxin could be a NEW test element like it is going to be in backstock
- if you won't make the giant fan, i will design it myself along with the model for it in 3ds max along with the "better vac tubes"
- as i said about joe dirt, it's not what you like, it's the consumer. if you make sliding panels like this, they would go great with my next idea below here which could open them and reveal a shredder.
- can you make sizable trigger fields (trigger once, trigger multiple, ect) (base them off the glass and grate walls in PTI) that can be placed in PTI and sized, the single voxel ones can't be extended or placed in air.
- also could you design a item that would be a simular trigger item as above except it would have a timer that could be used to delay the trigger time after player collision starts the delay timer.
- the centered funnel is designed for tests with those slow crushers like the one in the coop campaign.
- the centered faithplate was seen in test "sp_ricochet", it was a large faith plate placed in the center of four voxels, to make this you simply modify the original faith plate that came with PTI, and modify the target it is set to be centered within 4 voxels and it would be a four voxel wide item in PTI.
- the bottomless pit in the style changer is not a pit, it is just a pit of goo that the goo has been lowered 1 voxel down. tsk. tsk. it may be a very long long time before we see the wheatly style.
I'll see if I can add some restrictions to neurotoxin emitters.
I can try to make extendable triggers, but I doubt ItemBarrier has any functionality to allow the I/O to work correctly.
I'll release some timer items that I made, these would let you add timers to anything.
The problem with faith plates is that the math involved with the trigger_catapult probably wouldn't work very well and I wouldn't be able to edit the target independently of the normal faith plates.
The stylechanger bottomless pit is goo, but if you change the goo texture to the toolsskybox texture you'll get a nice looking pit, although without mismatched panels on the bottom.
TeamSpen210 wrote:
I'll see if I can add some restrictions to neurotoxin emitters.
I can try to make extendable triggers, but I doubt ItemBarrier has any functionality to allow the I/O to work correctly.
I'll release some timer items that I made, these would let you add timers to anything.
The problem with faith plates is that the math involved with the trigger_catapult probably wouldn't work very well and I wouldn't be able to edit the target independently of the normal faith plates.
The stylechanger bottomless pit is goo, but if you change the goo texture to the toolsskybox texture you'll get a nice looking pit, although without mismatched panels on the bottom.
i have a request for a few new items
- 1 voxel wide world portals without the portal 2 styled doors (could be placed within a area 1 voxel wide to create some impossible geometry without the portal 2 door showing so it would create a seamless impossible hallway without portal 2 doors showing in it.
- a invisible trigger that triggers when the player looks directly at it (and a item that is not to conspicuous to show a trigger is there) (like the round holes in antichamber that would cause walls to dissapear behind the player when looked at so they could walk backwards into a hidden room.
- button or pedestal button that can slow down time and let the player walk by fast (see here http://www.youtube.com/watch?v=4TbZh28q_b0)
- also see if you can add this item, a button that freezes time (http://www.youtube.com/watch?v=ELUb0PprtF4)
Oh! This will make my maps more interesting :3
question, where do I put these resources so that I can use them in hammer?
They're not really designed to work with hammer maps, but if you install it normally all my instances will be in sdk_content/maps/instances/p2editor/tspen/. A few items do need entities in other places, usually that's in the global_ents instance in instances/p2editor_<style>/global_ents.vmf.
TeamSpen210 wrote:
They're not really designed to work with hammer maps, but if you install it normally all my instances will be in sdk_content/maps/instances/p2editor/tspen/. A few items do need entities in other places, usually that's in the global_ents instance in instances/p2editor_/global_ents.vmf.
do I just extract the files to that directory? Because there's no installer file in the add ons.
TeamSpen210 wrote:
Have you read the readme? You extract everything to the Portal 2 directory.
Okay, installed them (extracted) to the portal 2 directory, now what? XP
The instances should be in that folder. The items should appear in the BEE2 interface.
you have some bugs in the latest version
- the nerotoxin VENTS trigger hurt field is too small, make it very large so one vent could easily cover a very large test chamber. also the trigger kill field is not invisible and has the aperture symbol tiled inside the area of the trigger box that can be seen in game, also make it so the room becomes gradually more and more filled with green fog depending on the timer length (fog gets foggier quicker with low time, slower with long time) instead of having it get foggy at the last ten seconds
- turn down the volume on the shredders.
also see if you can add these new items
- button or pedestal button that can slow down time and let the player walk by fast (see here http://www.youtube.com/watch?v=4TbZh28q_b0)
- also see if you can add this item, a button that freezes time (http://www.youtube.com/watch?v=ELUb0PprtF4)
It's nice to see one of my videos linked here!
I designed the time-slow switch to be easily integrated into a map, so it would presumably work in the PTI (it changes an underlying property of the physics engine). I don't know exactly how the time-stop switch works, but it looks like it would require most of the other elements to be recoded to work with it.
The hurt area is supposed to be small, I want to make sure the player knows what they died from. You should place many of the vents around the chamber. The aperture symbols won't be visible when the map is compiled for publishing, or if you hold control when compiling. I couldn't get two env_fades to work correctly together, so I didn't do this.
My shredders are actually quieter than Valve's. The shredders are very large objects, they should make lots of noise.
The second time-freezing device doesn't look like it would work without modifying every item to work with it.
Holy crap soon you are going to have more downloads than me
I have got to create a new item and fast
I based mine on Carl's 50s style so I didn't have to make everything from scratch, but I basically duplicated the .style file, copied the p2editor_old/ to p2editor_rebuild/ and edited all the instances (mainly the elevators/spheres). The elevators are the main difference, so those took a while.
TeamSpen210 wrote:
I based mine on Carl's 50s style so I didn't have to make everything from scratch, but I basically duplicated the .style file, copied the p2editor_old/ to p2editor_rebuild/ and edited all the instances (mainly the elevators/spheres). The elevators are the main difference, so those took a while.
Kewl, I'll check into this at some point!
good job, now i have some idea's of some things you should add to this
first add a complete destroyed style, here is what it should have
- the announcer as the main voice instead of glados or Cave Johnson
- broken entry and exit elevators with debris in them ect
- various things that can be placed in like plants, broken tiles, skylights, things you see in the destroyed style ect.
next lets talk about special transition test chamber exit doors which would be used in Unlocked Styles, they would be for exit transitions like a clean test chamber would lead to a destroyed test chamber for the next test, or a clean test chamber to a underground test chamber, a underground to a clean test chamber, and so on ect.
work a creating a better art therapy style, the one you have looks butt ugly. use this image for a reference for the next things i explain to you (http://a.images.blip.tv/Achievementhunt ... 93-541.jpg)
- add a skybox item which would be randomly selected open styled test chamber themed (wheatly) skyboxes, would be placed around like panels to create the illusion of a open test chamber, on creation of the chamber one skybox would be randomly selected and be used with all the skybox tiles.
- add metal panel frames, you see them on the right in the photo
- add varieties of panel extenders without panels on them (you see a few of these in the middle of the photo)
- add a sizable trigger hurt for bottomless pits (would work like a invisible fizzler)
- add various stuff like broken panels and stuff you see in open test chambers
- add tv screens (you see them on the left in this photo)
For the stuff for the unlocked style, that' snot the purpose of that style - it's just so players can delete extra rooms if they accidentally duplicate one and don't undo immediately after. I'm pretty sure the puzzlemaker wouldn't allow different versions of the entry/exit to exist, and those sorts of things aren't really needed anyway.
I have some thoughts/plans about skyboxes, but they aren't as simple as it seems. I really can't just randomly choose a skybox, and that would look terrible in a lot of cases (The player builds his testchamber where in the skybox there happens to be some scenery, making it appear chopped in half or something like that thorough the holes in the wall.) I also need to make sure there actually is empty space below goo pits, and that the edges don't just end but instead slowly "taper off" like the actual chambers do.
TeamSpen210 wrote:
For the stuff for the unlocked style, that' snot the purpose of that style - it's just so players can delete extra rooms if they accidentally duplicate one and don't undo immediately after. I'm pretty sure the puzzlemaker wouldn't allow different versions of the entry/exit to exist, and those sorts of things aren't really needed anyway.I have some thoughts/plans about skyboxes, but they aren't as simple as it seems. I really can't just randomly choose a skybox, and that would look terrible in a lot of cases (The player builds his testchamber where in the skybox there happens to be some scenery, making it appear chopped in half or something like that thorough the holes in the wall.) I also need to make sure there actually is empty space below goo pits, and that the edges don't just end but instead slowly "taper off" like the actual chambers do.
ok i got a idea for the chamberlocks which would be used for transitions between different kind of styled test chambers, you would simply be making special transition styles which would set what exit elevator was used such as you would have a clean style which would have the exit elevator transition to a underground style. you would have more like
- clean to destroyed
- underground to clean
- glados clean to wheatly style (when it comes out if ever)
now i also got a better idea for skyboxes ect, my idea will make the open styled test chamber easy for you to make, just time costly, also i haven't heard anything from those other guys about the wheatly style being made anytime soon if ever so you should accept my idea and start on a open styled test chamber style. i will probably start working on a destroyed style soon that has the announcer, destroyed elevators, plants, broken panels, ceiling holes, humped up tiles, dirt, broken tiles, and the whole shebang.
what you are going to do i redesign the default PTI style from the ground up creating a unique new open style
for the skybox you will make two instances, now pay attention because this is tricky
- one instance will be a controller which will be the skybox itself which will contain the stuff
you would see in the skybox ect, placing this in pti will create the real skybox far far far away from any of the map instances in PTI (to prevent collision problems)
- the other instance will just be a giant box (large enough to hold all the instances of a pti test chamber in it except the elevators) which will be textured with the skybox texture on the inside, this entity would be placed in the PTI map like any other test element to create a illusionary skybox around the outside of the entire PTI map except the elevators. also this would have a death floor at the bottom to kill the player when they fall into it
once you made the skybox you will need to redesign every default wall and ceiling instance in PTI
you will be making them look like panels from the wheatly test chambers when you see them from the outside meaning you would remove the no draw and making them panel thin and adding the panel machines behind them. do this to each and every one and next it gets fun and easy.
next you will be making a special instance called a "hole", it would be a 1 voxel wide empty trigger instance with no scripting or programming triggers that would be used just for the 1 voxel wide space to create the holes in open styled test chambers, if you fell through one and looked up you should see the panel machines attached to all the test chamber panels from the outside if you followed the above part on the panel instances in PTI correctly
for the rest you would need to create metal frames and frame grating instances (make them like glass and grating so they can be sized), metal frames with yellow insulation (make them like grating and glass too), light arrays, sizable goo and vac pipes (to make them go up and outside into the skybox) and other stuff you see in the open style etc. (image for reference http://i1.ytimg.com/vi/v2q7xVOLKAw/maxresdefault.jpg)
also there's some things i forgot to tell you to add in the last message
- a pedestal button that has a settable countdown time that would then activate whatever it was connected to when the timer reached zero (instead of activating what it is connected to, on press it would countdown and then activate something and then reset after a predetermined time to stay activated afterwards, use a seperate entity to determine how long it stays activated, these could be used for making a infinite fall between two portals that would activate a auto portal to send the player flying in single player)
- add a blue or orange auto portal that can have the angle set
- add a 4x4 voxel centered excursion funnel
- add a very fast crusher like the one on the conveyor belt in the wheatly part of single player
- add 1 touch = insta kill thermal discouragement beams
- put the angled light bridge at the bottom of it's angled panel instead of middle.
There are only really 4 elevator types - clean, P1 and Old Aperture, plus my Refurbished BTS entry/vactube exit. (The other styles still use clean elevators, but with damaged rooms etc. ATLAS and P-Body get disassembled after each level, so there isn't a need for coop transitions.) I'm not going to make 4 more versions of each of the current styles, it would be way too much clutter and be a lot of work for very little benefit.
I have plans for how to make a Wheatley, BTS or Art Therapy style look good with a 3D skybox. To really get it working well I'd want to fix some things with the GooIsHole option in Carl's VBSP edit. (It changes goo pits to have skybox, with triggers moved to as far down as possible.) Surrounding a level with a box is one of the worst things you could do optimisation-wise, the PTI is made to auto-seal any of these holes that I could make anyway.
I like the angled autoportal idea, plus the centred funnel. I'll probably make it look like the larger variant of funnel. Insta-kill Discouragement beams are really buggy, and I can't really think of a good use for fast crushers that a laser-field won't work for as well + maybe a fizzler. I'll add an option for the light bridge to make the bridge offset. I like the pedestal button idea, but I think I'll add it in a different form as a logic gate to more versatile.
Just downloaded your addons, simply great 
My problem is that the coop checkpoint doesn't seem to work. Including one in the test chamber makes the compilation fail. Of the styles I checked so far it only works with the Refurbished stlye.
How does it not work? Which one - the laser controller or the two music controllers?
I tried to look into the coop checkpoint problem.
The error which causes the compilation to fail (from the log file):Could not open instance file instances/gameplay/coop_bluebot_dropper.vmf
Tried copying instances/p2editor_clean/coop_dropper and renaming it as coop_bluebot_dropper and coop_redbot_dropper, the map does compile in that case but the checkpoint doesn't act as a checkpoint in that case.
That won't work, those instances are a bit different. I'll update after I check that all the styles have their instances. (It's probably only clean style, I modified most of the droppers for other styles.
I noticed that your changelog mentions v39 but only v38 is downloadable. Did you simply forget to upload the new one or is it not ready yet? (not meaning to be impatient or anything)
I can't get the chamber lock to work. It always gives a placement error when I put it in. Where should I put chamber locks?
Chamberlocks a room on the front side and the back, so make sure there's a room on both sides with a 1-wide wall between. You can see the two doors on the item. It also requires a + shape inside the wall, so check to ensure there isn't things like laser catchers right next to it.
Hey TSpen, I have a small idea. Why not make the Wall Features for the Overgrown style small Ratmann drawings? I suppose there's not many to use, but an alternative would be adding Ratmann drawing items. I really want to include Ratmann dens in my test series, is all.
Another idea (not sure if I suggested this before) would be a "breakable wall", which would be like the 1/4 thin wall and could be broken by heavy impacts such as being faith-plated into it at high speed or being hit by a crusher (in other words, the crusher would burst right through it). Not sure this is possible, but I thought it would be a cool idea for stuff like hidden crushers.
EDIT: Also, in the Overgrown style, my reflective cube stayed in midair after a piston panel retracted...
I could make something like that, although I'm not sure how good it'll look. I actually remade the piston platform logic, since I saw a way to make it better (the original logic is the most complex item). I must have broke something.
Nononono it's fine!
Shadow Chaos wrote:
EDIT: Also, in the Overgrown style, my reflective cube stayed in midair after a piston panel retracted...
That's a Portal 2 bug. It actually happens in every theme
Basically if a laser box is both redirecting a laser and not moving, it will stay in place until you hit it with something (or yourself)
Bisquit, actually, made a map that takes full advantage of this. I haven't tried it, but it looks great 
That's why there's a trigger in piston/track platforms to wake them up. It's part of a optimisation of the physics engine, not that other bug. Once objects are settled into place, they go to "sleep" and aren't physically simulated until they receive a physics force again. If you run into the cube, it'd probably fall.
I am having a weird bug. When other players play my overgrown style maps, the reflector cubes are invisible for them. I'm not sure if this is happening for everyone, but two people have reported it already. Do you know what might have caused it so I might be able to help them?
I'm actually using a custom model for standard and reflector cubes, so gel skins work correctly for the rusty versions. I found a typo with my reflector cube packing, so that model won't appear correctly on other computers. Until I make an update, either having others install my addons files, or renaming the file "portal 2/portal2_dlc2/scripts/vscripts/pti_model_change.nut" to make the custom models revert to the Valve versions will fix it.
TeamSpen210 wrote:
I'm actually using a custom model for standard and reflector cubes, so gel skins work correctly for the rusty versions. I found a typo with my reflector cube packing, so that model won't appear correctly on other computers. Until I make an update, either having others install my addons files, or renaming the file "portal 2/portal2_dlc2/scripts/vscripts/pti_model_change.nut" to make the custom models revert to the Valve versions will fix it.
All right so I guess I'll have to republish when that happens.
In the overgrown style, I find it quite annoying that the light in the main observation room is constantly switching on and off, especially with the loud sound effect when turning off. I think it would be better to tone down that effect a little bit...
In the actual Overgrown maps, all the observation rooms are broken and don't emit light. I didn't want to do that since they produce the majority of light. I'll try to decrease the volume of the sound, and try adding an option to the large obs room to disable it (so they are all off permanently.
good job on the overgrown style and custom portal 1 cubes! now i have a few suggestions for future updates
- add some more objects to bee2 for the overgrown style that can be placed on walls and ceilings and floors in the puzzle editor like plants, debris piles, and broken panels where you see BTS in walls and stuff
- we WANT and NEED proper style transitions, i would make the exit of the test chamber in the transition style be where the transition takes place like a clean test chamber with a overgrown exit door and elevator, clean to underground, dirty to clean, dirty to underground, underground to clean, clean to p1 ect.
- time to start working on the reconstructing style, i would make two styles for this (one with a dirty base for wall and ceiling panels and one with clean base for wall and ceiling panels) also add new items to create clean walls/dirty walls, dirty / clean panels, panels falling off walls, ceilings ect.
- i been trying to get you to get the following items in the game for a long time, so DO IT!!!, add the three color varieties of strip lights, add a 4x4 voxel centered faith plate and the large faith plate version of it, add a 4x4 voxel centered excursion funnel, add a static spike plate that slowly hurts the player when they touch it (eg if a funnel pushes them into it) add pneumatic diversity vents that use point pushes as the vacuum, the ones that came with bee2 where not very good and very buggy (pushed in the wrong direction alot of times) when you add them create vent exits to destroy items and turrets, vent cross and y pipe sections, bends, ect. also make them so segments can be extended out and extended away from walls in PTI.
- start working on the wheatley style, i haven't heard anything from Ben and those guys about it coming out very soon when back stock is released in who knows how many years.
ellingtonisland wrote:
- add some more objects to bee2 for the overgrown style that can be placed on walls and ceilings and floors in the puzzle editor like plants, debris piles, and broken panels where you see BTS in walls and stuff
like "wall feature" ?
Quote:
- we WANT and NEED proper style transitions, i would make the exit of the test chamber in the transition style be where the transition takes place like a clean test chamber with a overgrown exit door and elevator, clean to underground, dirty to clean, dirty to underground, underground to clean, clean to p1 ect.
Impossible with the limits of pti. I mean, how would it even work?> Quote:
- time to start working on the reconstructing style, i would make two styles for this (one with a dirty base for wall and ceiling panels and one with clean base for wall and ceiling panels) also add new items to create clean walls/dirty walls, dirty / clean panels, panels falling off walls, ceilings ect.
sounds neat, but reconstructing is a very "living" P2 style and most everything needs to be generated manually in hammer.> Quote:
- i been trying to get you to get the following items in the game for a long time, so DO IT!!!, add the three color varieties of strip lights
Someone else already did, peek in the downloads database here on twp> Quote:
, add a 4x4 voxel centered faith plate and the large faith plate version of it, add a 4x4 voxel centered excursion funnel
would be neat, but why not just 2x2?> Quote:
add a static spike plate that slowly hurts the player when they touch it (eg if a funnel pushes them into it)
literally the easiest thing to make in hammer, it's one brush> Quote:
add pneumatic diversity vents that use point pushes as the vacuum, the ones that came with bee2 where not very good and very buggy (pushed in the wrong direction alot of times)
Pretty tricky to get those right, especially with varying lengths - can you make a corner that will always turn objects no matter how fast without looking dumb? > Quote:
when you add them create vent exits to destroy items and turrets,
fizzler> Quote:
ent cross and y pipe sections, bends, ect.
hmm> Quote:
also make them so segments can be extended out and extended away from walls in PTI.
Impossible> Quote:
- start working on the wheatley style, i haven't heard anything from Ben and those guys about it coming out very soon when back stock is released in who knows how many years.
Auto generated wheatley theme would look like a hot steaming pile of turd no matter what you do, really. Again, it requires a lot of manual detailing to get an acceptable result.
quaternary wrote:
ellingtonisland wrote:
- add some more objects to bee2 for the overgrown style that can be placed on walls and ceilings and floors in the puzzle editor like plants, debris piles, and broken panels where you see BTS in walls and stuff
like "wall feature" ?
like wall feature but it would also be for floors and ceilings and walls and more stuff that just one wall feature.
Quote:
- we WANT and NEED proper style transitions, i would make the exit of the test chamber in the transition style be where the transition takes place like a clean test chamber with a overgrown exit door and elevator, clean to underground, dirty to clean, dirty to underground, underground to clean, clean to p1 ect.
Impossible with the limits of pti. I mean, how would it even work?
Quote:
NOT IMPOSSIBLE AT ALL, this is EASY, you just make the instance for the exit elevator you wanted for the transition style and when you make the style you have the file that loads the instances into PTI for the styles load a overgrown exit elevator instead of the clean one for a clean to overgrown transition style
time to start working on the reconstructing style, i would make two styles for this (one with a dirty base for wall and ceiling panels and one with clean base for wall and ceiling panels) also add new items to create clean walls/dirty walls, dirty / clean panels, panels falling off walls, ceilings ect.
sounds neat, but reconstructing is a very "living" P2 style and most everything needs to be generated manually in hammer.
Quote:
STILL Can BE DONE, you make new items for bee2 that would be panels that retract into walls or ceilings, falling panels, clean panels to overlay dirty ones (or the opposite),
i been trying to get you to get the following items in the game for a long time, so DO IT!!!, add the three color varieties of strip lights
Someone else already did, peek in the downloads database here on twp
Quote:, add a 4x4 voxel centered faith plate and the large faith plate version of it, add a 4x4 voxel centered excursion funnel
would be neat, but why not just 2x2?
Quote:
- if you mean stay with the default faith plate that comes with PTI, then no, i mean a centered faith plate or excursion funnel that would use the same voxel space in PTI as a mashy spike plate would, you see them in the single player campaign sometimes likes the ones on the walls in the test chamber where glados tells you she saw a deer. with all the right stuff in PTI i would like to eventually recreate the test chambers from the single player campaign in PTI all clean as if they where never destroyed.
add a static spike plate that slowly hurts the player when they touch it (eg if a funnel pushes them into it)
literally the easiest thing to make in hammer, it's one brush
Quote:
- a lot of people like PTI better and don't like to use hammer!!
add pneumatic diversity vents that use point pushes as the vacuum, the ones that came with bee2 where not very good and very buggy (pushed in the wrong direction alot of times)
Pretty tricky to get those right, especially with varying lengths - can you make a corner that will always turn objects no matter how fast without looking dumb?
Quote:
- this can be done if worked at, i fixed the vents that came with PTI with point pushes a while back and the corners pull items through them just fine. your not going to be able to make it so the items flow through them without bumping the walls, that was done in portal 2 with pre rendered animations.
when you add them create vent exits to destroy items and turrets,
fizzler
Quote:
- NO NO NO!!, i mean a PTI item which would be a vac tube exit that would be placed on a wall or ceiling and there would panels cut into a circular hole around it so it looks real nice and stuff and at the end would be a invisible entity that destroys items in the vents silently, NO FIZZLER!
vent cross and y pipe sections, bends, ect.
hmm
Quote:the sections are in hammer, you would use point pushes to guide items through them and the proper coding in the xml file for PTI to properly get them into Puzzle maker
also make them so segments can be extended out and extended away from walls in PTI.
Impossible
Quote:you can do that with the glass and grating in pti, why not make it so you can extend a vent out
- start working on the wheatley style, i haven't heard anything from Ben and those guys about it coming out very soon when back stock is released in who knows how many years.
Auto generated wheatley theme would look like a hot steaming pile of turd no matter what you do, really. Again, it requires a lot of manual detailing to get an acceptable result.
it still can be done if you really work at it.
I actually thought it was Hammer when I saw a map in the Overgrown style, very convincing - tremendous work. It's probably heavier on the engine, I tested the style with two already published maps and the second map crashed the game when it was in the last stages of the build process. It was an error message I encountered before when I went further than the engine could handle.
Overgrown Quiet wasn't totally quiet when I tested, also I would prefer reliable light sources, not observation windows going off and on, or an alternative steady version. Vertically placed square warm lights seem to have no lighting effect. Not sure about the antlines going from pale to blue, I would be fine with the antlines being permanently pale until activated.
Enough with the complaints, the style is pretty awesome. It's the first one I would actually use other than Clean.
Thanks! I've actually added an option to make the windows just stay off, since in the actual overgrown maps they're always broken. I'll be fixing the quiet version so the midway lines don't play. The reason the lights do their current switching is to make sure it's obvious what position the lights are in. What was that error? Perhaps it's something I could fix.
TeamSpen210 wrote:
What was that error? Perhaps it's something I could fix.
I think it's simply overloaded. The build process actually finishes and it attempts to load the map then it crashes and a small window with "Engine Error" in the title saying "ED_Alloc: no free edicts".
I've had that with a previous map where I was forced to reduce elements. This one was building fine so far with Clean style but Overgrown seems to be Overkill. 
That's the "too many items" error from the engine perspective. It might actually be because of something I did to reduce entity counts. Dropperless cube instances only have an env_entity_maker to spawn the cube in via a template in global_ents. My cube droppers also have a chance to spawn some junk (a camera, turret bits, bean cans) to drop out with the first cube dispense. That could also cause the problem, try toggling the additional checkbox on the dropper to turn that off.
Nope, that didn't change the outcome. For further testing I ended up removing seven stairs, one piston platform and one grated panel but it still crashed. When I switched back to Clean style it worked like a charm again. The original file is attached if you want to look into this. You don't need to do it for me, the map is already published as it was intended.
I have a request for a lot of new items that will be easy for you should add to the bee2 addons most of them are for the clean style, i have started working on the portal 2 clean test chambers mod and highly requesting these items
- 2x2 voxel centered faith plate (large version of it too)
- 2x2 voxel centered excursion funnel
- 2x1 centered test chamber world portal doors
- 2x1 centered piston platform with the ability to set the angle of the plate
- large track piston platform (like the one you see in the wheateley test chamber with the laser field)
- 2x2 centered auto portal (piston version too)
- cold light strips (the ones that some modder uploaded to here look purple and look like crap)
- 1/2 voxel wide observation room (the real small one, make it so it can be positioned around like a lightstrip)
- 2x2 voxel centered box droppers
- 2x1 centered draw bridge (w/ options to set panel length to 2/3/or 4)
- pneumatic diversity vents, tubes, junctions, bends, entrances and exits (let me tell you how to do this in hammer, use point pushes to move things through the vent without problems and around corners smoothly, the direction of the red arrow in the point push is the direction of the suction in the tube. make a vent exit which would be placed on the wall or ceiling of the test chamber with a hole cut in the wall or ceiling for turrets and stuff to automatically get removed from the vent, also design a entrance item too that generates boxes and cubes etc that would go through tubes for test chamber decoration
- also create gel tubes based on the similar stuff of the PDV
- add 2x2 voxel centered weighted, cube and ball buttons
Gels can't be detected, so gel tubes are basically impossible. I am working on fixing a lot of the original items, and will probably do something to fix the tubes and make entry/exit things like that. I'm not going to make a version of every single item but centered. You should really use hammer for that.
TeamSpen210
I just got a million dollar idea on how to create proper test chamber style transitions.
Instead of creating a bunch of new styles that would have different exit elevators that would make it look like a transition to a different style (like a clean test chamber with a overgrown exit elevator to transition to a overgrown style obviously) instead you create a item similar to the chamber lock you created, but instead it would be the whole chamber exit with the elevator and everything and vote screen and you would make several styles of it such as a overgrown one to transition to a overgrown style or one with a underground elevator to transition to a underground style. i would make each style of it like the wall feature so depending on if cube, sphere, etc is selected it would choose a somewhat different exit elevator for the style the item was for such as for the overgrown style selecting cube would give a elevator with debris getting sucked out of it, selecting sphere would give a elevator with debris falling into it. you make a item for each style that has different possibilities what elevator will show up. then you tell players if they place on of these in their test chamber that they must make the regular exit elevator in PTI remain closed.
Each test is supposed to be in a different universe, so you're teleporting back/forward to Earth Prime each time. That explains the change in styles. The BEE2 isn't really for story anyway.
So I ended up moving my mod onto Github, and as a bounus it now has much better documentation. I'd suggest posting bugs or similar things on the Github to keep it a bit more organised. It'll also have the things I'm currently working on (that haven't been released), if anyone's interested.
V44 of my mod is released.
It mainly contains a full restyle of the P1 Style Coop entrances and exits. You arrive and leave together inside the P1 elevators. I've also released the piston version of Angled Panels and Glass Panels (these are actually very complicated). There's a bunch of other bugfixes and tweaks, although no new items.
i have a few suggestions for a future update, and speaking of update when is the next one coming out?
now my suggestions
- add some triggers or custom cubes to create assistance tool tips like the ones you see at the beginning of the single player campaign that tell you to pick up a cube or place a cube on a button. (these would be used for the beginning of a big portal 2 mod made entirely in PTI.)
- add a fizzler/emancipation grill that moves on a track like a track platform (i saw one of these in a custom map, could be used to make some challenging puzzles.
- create invisible kill triggers for bottomless pits (use the fizzler as the base for this object)
- see if you can figure out how to create it and start working on the wheatley style, I haven't heard anything from those "other guys and ben" about the wheatley style or back stock coming out anytime soon.
I'm not poanning on updating for a while, I'm busy working on rewriting the BEE2 (to make it much more customisable, and allow for a bunch of new things).
- These aren't needed. Firstly the PeTI isn't for making big "mods" or similar things with stories, use Hammer for that sort of thing. Second, people who would play this should have already played the main storyline, or otherwise would be experienced enough to know how to move cubes.
- There's a couple ways this isn't really feasible, mainly due to the fact that I can't allow the fizzler and track items to overlap.
- This isn't needed at all - toxic goo will be transformed into a bottomless pit, for styles that use it.
- I'll work on the Wheatley style after I actually finish rewriting the BEE2 itself, and fixing styles to support newer features.
COOL (Applause), so when do you think your rewrite of bee2 will be ready for us?
Not for a while, there's still a lot more work to do! The UI's basically done, but Ben and I still need to write the code to load in items and export them. You can follow the progress on Github.
i have a few requests for things you can add to bee2
- make it possible to choose what entrance and exit elevators your test chamber uses (to create a smooth clean to dirty style transition etc)
- make it possible to choose what video game character narrates your test chamber (cave Johnson, glados, announcer, wheatley) eg - glados replacing wheatley in the wheatley style
- see if you can figure out how to get PTI to display wall textures that match the current style (like destroyed walls for a overgrown style)
- I've explained multiple times why this isn't necersary - in any case most styles still use the elevators and dissasembly machines, which could move between styles pretty easily.
- This is going to happen for the new BEE2, where you can choose exactly which character you want independent of the style.
- That's been done already, have you ran the stylechanger exe in your portal 2 folder to setup vbsp/vrad? If you mean inside the editor itself I have some tricks for that as well.
i also have a few ideas when you get the bee2 update done and start working on styles like the wheatley style
besides the wheatley style add
- the reconstructing style
- the BTS style
- a variation on the overgrown style with open walls and bottomless pits instead of goo (i have a idea how to do this, make the pit/area where there no solid walls look similar to the area from the first level of the single player campaign where wheatley crashes the extended relaxation vault into the wall of test chamber 1, and he talks about 10000 flippin vegetables)
i have found a few bugs, and also i have a few suggestions for a quick update
bugs that need fixing
- in the overgrown style the cube on the clamped cube is in the wrong place and is up in the arm instead of the claws.
- in the overgrown style i think either the wall features or crusher place cause a leak, still trying to reproduce it to find where it happens.
- you can fall through the floor on the black piston stairs in the overgrown style. needs to be fixed.
- fix a bug in the P1 style where you can't move in the exit elevators
suggestions for a quick update
- add a proper 3 variations of light strips (the cold variant of the one you can download from the 3 variations on the website here looks purple and looks like crap in game and not like the original cold variations in game)
- add 2x2 voxel centered faith plates and funnels.
- make it so the vote screen doesn't come up until the actual exit elevator actually takes you out of the shaft.
also i have a few suggestions for the new upcoming bee2.5
- i heard Ben is planning this, make it possible to choose what exit and entrance elevators etc your test chamber uses (for so if in the Reconstructing style you won't get a nearly cleaned up elevator in a barley reconstructed map)
- i see Ben has made it so music can be pre chosen, now figure out how to get test chambers with custom music into the game
- see if you can add lava, and non toxic clear water (for swimming in it) as new goo types
- see if you can get bug free reflection and adhesion gel into the game
The bugs I'll be fixing of course
- I'll fix the 3-variant light strips
- I'm not adding 2x2 versions of everything, in particular faith plates would create a lot of issues since I won't be able to guarantee the plate will still hit its target correctly.
- I might change this, not sure.
- For the reconstructing style there might be 2 or so versions, or otherwise a toggle to set how much damage occurs.
- Actually I'm working on this - you can add custom music fairly easily, you just need to make an item definition for it to work.
- Lava would be a pointless reskin, and should probably kill the players as soon as they enter the room from the intense heat. Non-toxic water can sort-of be done, but it wouldn't really add much (since you can't place stuff under it), and in Coop the players always drown no matter what.
so exactly when will the new version of bee2 (the one that will have bottomless pits) you have been working on with ben be ready, give me a time frame in months etc.
It'll be soon, all the major parts of the editor now work (loading in items, the UI, exporting to a game). It just needs polish, some stuff still needs to be done for the compiler, and the various items need to be updated to work. The initial release probably won't have bottomless pits, since the current styles don't really use them much.
This is an amazing addition to BEE2
This may sound like a stupid question but, How do i stop GLaDOs's voice line at the beggining of each map?
Thank-You for creating this amazing mod! 
kyleprotecX wrote:
This may sound like a stupid question but, How do i stop GLaDOs's voice line at the beggining of each map?
Go to bee2 and make sure the theme is "Original Portal 2", then press Export. Don't worry, Original still works with most custom objects.
quaternary wrote:
kyleprotecX wrote:This may sound like a stupid question but, How do i stop GLaDOs's voice line at the beggining of each map?
Go to bee2 and make sure the theme is "Original Portal 2", then press Export. Don't worry, Original still works with most custom objects.
Thanks, it all works tha way i wanted it to now 
I feel like such an idiot 
i want to know a few things about the new bee2 and also i have a few suggestions
- what are the entry/exit puzzles in the overgrown? they should be in more than overgrown to!
- what does suppress mid chamber dialog do?
- can this bee2 add custom music to the game - i would like this to play in a test chamber called "logic circus" as a joke - https://www.youtube.com/watch?v=RLyDejPjXRw
suggestions for the new bee2
- get a clean style based on the default clean style with bottomless pits instead of goo into the initial first release, also make it so bottomless pits can be placed on walls and ceilings to open up the test chamber.
- make it so you can specifically select the line the narrating character says when the test chamber starts. eg i would like glados to specifically say "initiating surprise in 3. 2. 1..." in the "logic circus" test chamber.
- make it possible to choose what elevator your character starts in (for making a nearly reconstructed styled chamber not have a completely destroyed elevator.)
now some suggestions to add to your bee2 addons when you get back to those. i want to see these in a bee2 addons update plain and simple, END OF STORY!
- create a extended relaxation vault for each style (for creating intro chambers in a PTI mod)
- add the three variations of light strips. (the cold variation of the ones from the site here someone made half fast looked purple)
- add pneumatic diversity vents of all types, curves, and turns, etc. hint use point pushes to keep them from jamming up with items. (also add ones with items, turrets, and proper entrance and exits in the chambers. maybe a version that counts items sucked up and opens a door after so many items are removed)
- add a 2x2 voxel version of a centered faith plate and a excursion funnel.
- figure out a way to create gel tubes. maybe create a gel tube instance that determines how far the gel will flow with a arrow when placed in a vac tube in a chamber.
ellingtonisland wrote:
- create a extended relaxation vault for each style (for creating intro chambers in a PTI mod)ellingtonisland wrote:
for creating intro chambers in a PTI modellingtonisland wrote:
PTI mod
...
- Entry/Exit puzzles only really make sense in overgrown styles. In one of the random entry and random exit corridors, players need to portal past some wreckage blocking the way. This StyleVar just turns that off, making those corridors traversable in the normal way.
- Suppress Mid-Chamber Dialog turns off the extra voice lines that play during the chamber. These are the lines like "Weighed Cubes calibrated" when pressing a cube button, or other things like that since they can get irritating.
- The BEE2 will be able to add custom music, you just need to create the music item definition and copy the sound file into the right place. This file has definitions for a bunch of music tracks.
- Clean Style never has bottomless pits. There will be some sort of wall and ceiling skybox item, though.
- I don't think there'll be an option like this, but it's easy to copy-paste the regular GLaDOS voice definition, and make a custom one that always plays a particular choreo scene.
- I'm not going to make it possible to choose the elevator. There'll probably be two versions of the Reconstructing style, with different amounts of damage though.
- If you want a relaxation vault, use Hammer. The PeTI and BEE2 is not for story.
- This is in the BEE2 already, so I'll be fixing it to work properly at some point.
- Ben had an idea a while ago for a better way to do vactubes, which I might implement later.
- Centred Faith Plates will not work - the PeTI's trajectory calculation would be very messed up. I might make a large funnel item in the future, which would be centred in a 2x2.
- Gel tubing is purely aesthetic, so this probably won't be added.
i have a few more suggestions, most of them are for the new upcoming bee2
- has ben made it so you can select what loading screen your test chamber will show before starting (aperture laboratories, old aperture laboratories, wheatley laboratories etc.) if he hasn't this option should be added to the bee2.
- the option to choose entry/exit puzzles should be added to the wheatley style and underground style (jumping over a bottomless pit with gel created when a gel pipe breaks the bridge)
also how does Ben plan to design the pneumatic diversity vents that will be added to the new bee2 eventually, with point pushes?
- It's not possible to change the loading screen, at least in the PeTI.
- Old Aperture maps really aren't damaged or wrecked like Overgrown maps are, just rusted and old. I don't think those kind of puzzles would fit. For Wheatley style, they defintely would fit - it's done in the campaign even.
The plan for the diversity vents isn't to use point_pushes, or any of those entities. Instead, we'll create a set of path_tracks through the tube system, and parent objects to a tracktrain.
TeamSpen210 wrote:
- Old Aperture maps really aren't damaged or wrecked like Overgrown maps are, just rusted and old. I don't think those kind of puzzles would fit. For Wheatley style, they defintely would fit - it's done in the campaign even.
The plan for the diversity vents isn't to use point_pushes, or any of those entities. Instead, we'll create a set of path_tracks through the tube system, and parent objects to a tracktrain.
- for the underground, pre test puzzles would be things like figuring out where to place a portal to get across a large gap to enter the test chamber
- for the vents, well COOOOL!!!, can this be done with aesthetic gel tubes too!?
- also is sticky gel planned to be added to bee2 eventually?
- The problem with that is that the entry/exit rooms aren't actually very big, and so these gaps have to be small. In Old Aperture they rarely / never have passageways blocked by debris, so I can't really do this sort of thing. Maybe I might create a different enrichment sphere instance which has you portal into the main map via a worldportal.
- For gels it would generate particle_systems instead of tracks, and position them correctly.
- I don't have any plans at the moment, I'm currently focusing on actually rebuilding all the current items and styles so they take advantage of the new BEE2 system.
I have a few idea's for the diversity vents. normally they just suck things up and remove turrets from the test chamber, but what if they could do more, like open a door when a certain amount of objects passed through them, or change the path objects went through them. here is my idea's
- there was a custom test chamber with lots of cubes that had vacuum tubes that counted objects that passed through them to open a door, and if too many went through it you would have to reset the count by pressing a button (implement this)
- there was a custom test chamber where pressing a button would cause a vacuum tube junction to switch the tube objects would travel through to a different one (implement this)
- there was a custom test chamber that had a tube that had a cube dropper door on the entrance to the vacuum tube that only opened when you pressed a button or something. objects near the tube would not move at all unless the door was opened, then they would go flying into the tube. (implement this)
- also if the tubes are using path_tracks, create a type of tube that can specifically transport players through it like the tube ride in the campaign and the short on in coop.
I'll definitely want to implement various forms of vactubes like these, where they can be turned on/off, switch directions and detect objects. The vactubes will be able to move players.
Could you add cheap gel splats? A friend who uses hammer told me normal gel splats use far more entities than necessary due to placement helpers.
The original placement helper instances (only used by gel items I think) were full of logic to enable/disable the helper, but that logic isn't actually ever used. Overall a paint splat item should only use up 2 entities - the paint splat, and the placement helper. I think I'll change it to only add the helper if you're using Conversion Gel in the new BEE2, but here's a cleaned-up instance.
i just thought of a few items you could add to your bee2 addons eventually, most of these are new test elements not thought of before probably...
- a turret with a discouragement beam for a eye (glados: do you actually mean i get fricken turrets with fricken lasers attached to their fricken heads?!... COOL!) (VARIATIONS COULD BE: one that shoots bullets and laser, and one that only aims laser at player)
- portal redirection cube that actually works
- electrified floor and wall panels (would be metal panels used where you had to guide your self through a maze with excursion funnels without touching the walls. would be like a static spike plate, except would kill player instantly if touched. for aesthetic looks they would spark and show small lighting strikes on them.
- working fizzler that destroys High energy pellets.
- variation of fizzler and laser fields that are found in diversity vents, would destroy cubes being transported to one side of the chamber to the other or kill a player who went on a tube ride without disabling it first.
- There's no easy way to attach a laser to the turret's eye laser. This just seems like a way to annoy players.
- I'll probably just remove this item, since it has some unavoidable triggering bugs.
- This is a nice idea, I remember something similar to this in Portal: The Flash Version.
- I can actually do this rather easily now, so I'll probably include it.
- Not really necersary, just put a laserfield/fizzler at the beginning or end of the vactube.
TeamSpen210 wrote:
- This is a nice idea, I remember something similar to this in Portal: The Flash Version.
- Not really necersary, just put a laserfield/fizzler at the beginning or end of the vactube.
- for the electric floor and wall panels, when you design them, see if you can make them glow a light blue somehow when they are turned on like they did in the flash version. make them kill the player and turrets instantly upon touching one. make them NOT destroy cubes and items)
- for the vactube laserfield/fizzler, i SPECIFICALLY want a laserfield/fizzler that is embedded in a section of the vacuum tube. not placed at the beginning or end. to design this, cut a brush into a round circle for the fizzler field with the sculpt tool. then you would place that so it would be in the middle of one of those large white rings you see in the vacuum tube. this would be used for something like where a player had to press a button so a tube would redirect a cube to a different tube so it wouldn't go flying into the branch of the tube with the fizzler in the tube. same thing for the player in a tube ride and a laser field in the middle of the tube.
also i have some new suggestions for custom test elements i forgot.
- a laser cube that fires a thermal discouragement beam out of it, player would have to carry it around and aim it at laser switches to hold a door open to get through doors and stuff. (this is a good one, ADD THIS ONE)
- a fake departure elevator (door would be placed and used as a aesthetic prop, but player couldn't get to elevator, most likely a trap door panel would be triggered by a invisible trigger and open and drop them into a hidden part of the test chamber when they got close to the fake elevator door)
- can custom gels be made, if so i have a idea for 3 types of gels, one is normal sticky gel, one is a gel that harms the player, and the last one is a gel that is out of this world
-- purple sticky gel of course
-- a aquamarine colored electric gel (this would work like the electric wall and floor panels except it couldn't be turned off, make a gel that is a blue green color that electrocutes the player, but unlike the panels it slowly damages them and doesn't kill them instantly, also it kills turrets, and destroys cubes if they touch it, kinda of like the green/blue electric goop from super Mario sunshine)
-- a butter like colored gel that glows in the dark (this one has some weird special properties, besides glowing in the dark and emitting light it makes black non portable surfaces it is attached to able to hold portals, but unlike moon rock gel it makes normal portable surfaces become unportable when it is on them. also it fizzles cubes but not turrets and the player.
- I'll probably make the electric panels ShortCircuit frankenturrets as well (stopping them from moving).
- What you could instead do is have a gap in the vactube network, and put the fizzler there. I could make a fizzler vactube, but then I'd need to also make one for all the kinds of custom fizzlers.
- RADELITE's item collection has this exact laser cube.
- A fake exit elevator won't be added. All it does is confuse players, you shouldn't be tricking people like that.
- We can't make custom gel items, not without certain tricks which won't work nicely in the PeTI.
TeamSpen210 wrote:
- What you could instead do is have a gap in the vactube network, and put the fizzler there. I could make a fizzler vactube, but then I'd need to also make one for all the kinds of custom fizzlers.
- just make a vacuum tube with a fizzler in it, don't put a gap in the vacuum tube, the gap will be buggy with cubes etc getting thrown out the one tube and not going into the other vacuum tube.
also i have a few questions about and a few suggestions for the new bee2
- is it possible to add custom test chamber narrator voices yet?
- when will this version of bee2 come out?
- make sure you get bottomless pits included in the initial release, a clean glados style would be good for this first release of open clean test chambers.
Luke18033 wrote:
It'll be out two years ago.
Hey, it was two years ago when he posted that
I think he meant he next update, anyhow.
I know this is a very old topic, but could it be possible to add broken walls? Like from Art Therapy and the Wheatley levels? Empty panels, yellow insulation, etc. Like the 1/4 thick wall.


My collection of items for the [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=2781]BEE2[/url]. These items mainly are rearranged or special versions of existing items. Some help is available in the right-click info panel, but consult the Readme for full instructions. All non-logic items are fully styled for all the default styles. It is compatible with Radelite's addons, providing styled versions for the Ratman Style.
This includes my Refurbished Style, a hybrid of Clean and 1950s style similar to the Coop Course 5. I also have a modified version of 1980s style, with a damaged Enrichment Sphere showing the surrounding Test Shaft. I now have an Overgrown Style, replicating the dilapidated Aperture seen in the first few levels of the singleplayer campaign. There is also a debug Unlocked style to allow adding or deleting the mandatory entry/exits and observation rooms. Be careful with this!
Thanks to Skotty (High Energy Pellets, Bumbleballs and Catapult Cubes), Moth(Bumbleballs), SoundLogic(Catapult Cubes) and PortalCombat (Sphere Cannon) for creating the original versions of some items, which I have made PTI compatible and restyled.
You'll need [url=http://www.7-zip.org/]7-zip[/url] to extract the archive.
See [url=https://github.com/TeamSpen210/tspenAddons]the GitHub repository[/url] for WIP items, styles and changes. I don't advise using these files unless you are willing to have your maps break.
Styles:
- Refurbished Style
- Overgrown Style
- Open 1980s Style
- Unlocked Clean Style
items
- Retractable Pedestal button
- Worldportal Door
- Diagonal Laser and High Energy Pellet launcher
- Quarter wall
- Dropper version of PortalCombat's Sphere Cannon
- Antline Router
- Antline Magnet
- Angled Block
- Music
- Laser Music
- Conveyor Belt
- Large Faith Plate
- Global Cube Dropper
- Paint Cleaner
- Double Grated Panel
- Futbol
- Ditch
- Caged Turret
- Caged Reflection Cube
- Wheatley Monitor
- Portalable Stair
- Portalable Piston Platform
- Turret Dropper
- Toggleable Faith Plate
- Static Panel
- Static Piston Platform
- Half/Half Wall
- Coop Checkpoints
- Recessed Fizzlers
- Crusher Plates
- Sideways Light Bridges
- Shredders
- Static Glass Panels
- Half Panels
- BumbleBalls
- Catapult Cubes
- Bomb Droppers
- Rotating Faith Plates
- Glass With Hole
- Glass Doors
- Slow Crushers
- Piston Relays
- SR Latches
- Angled Light Bridge
- Separation Coop Checkpoint
- Cube Transmuters
- Ceiling Lights
- Autoportal Pistons
- Timeout Portals
- Clamped Cubes
- Global Cube Triggers
- Override
- Neurotoxin
- Chamberlock
- Retractable Floor Button
Changelog
* v45:
- Fix hovering debris in Overgrown Entrance Elevator
- Prevent ball lines from playing in Clean - Quiet
- Fix Warm Lights in Clean Style
- Make Clean Fizzler models animate correctly
- Remove the old documentation from the archive
v44:
- Brand new Portal 1 Style Coop entrances and exits, using lifts to transport players to and from the level.
- New P1 Style Angled and Clear Panels that use pistons instead of robot arms.
- Change: Caged Turrets will no longer have the grating explode, this should make it less likely the turret will not be able to shoot through the grating.
- New Caged Turret model.
- Fixed Overgrown Quiet Style.
- Retractable Pedestal Buttons use the correct Overgrown instances instead of Art Therapy ones. (Typo!)
- Fixed crash in P1 Coop if cubes are present in the map.
- Clean Style Fizzlers should now retract properly if they didn't before.
- Black texture added behind fizzler, so they look nicer on white walls.
v43:
- Improved Overgrown style observation rooms, the sound should be quieter and the flickering can be completely disabled by turning off "start enabled" in the large observation room.
- The overgrown style elevator screens are less random, they match Cave's PTI dialogue (If you heard them all, the video screens will be random).
- Overgrown Turrets are twitchy now.
- Changed style of Refurbished lights.
- Fixed bug with Overgrown track platform rails.
v42:
- Fixed Overgrown reflection cube packing.
- Fixed floating cubes on Overgrown piston platforms.
- Added custom model for P1 styled storage cubes, companion cubes, spheres, pedestal buttons and laserfields.
- New custom Overgrown style glass.
- Better P1 style crusher, piston platform and buttons.
- Custom indicator lights for P1 style, to make them appear smaller.
v41:
- All Valve+BEE1+HMW items finished for Overgrown Style.
- Coop exits done.
v40:
- Added first version of Overgrown Style, featuring a heavily damaged Aperture overgrown with plants. This is not finished, some items remain clean styled, and Coop exit corridors haven't been styled yet.
- A quote list has been added to describe how the extra quotes in the various styles are picked.
- Neurotoxin vents have been modified to be cheaper; the activation radius is now only visible in the editor.
- Neurotoxin will permanently shut off when players get inside the exit door.
- Added update checker to the readme. When the next update is released, the readme will show a message (only when actually open).
v39:
- Added files for some checkpoint instances.
- Adjusted lighting in P1 Style Checkpoint, and changed droppers to use P1 style versions (both checkpoints).
- Added the second door for P1 Style Chamberlocks (Whoops.)
- Checkpoints will not close their front door if an object is placed between it and the fizzler.
- Players will slide off of the camera in Refurbished Small Observation Rooms. (Prevents cheating puzzles).
- Changed something with Companion Cubes
[url=http://teamspen210.github.io/tspenAddons/changelog.html]Earlier changelogs[/url]
File Name: tspenAddons_v45.7z
File Size: 11.39 MiB
Click here to download BEE2 Addons