Portal 2
[SP] 'Momentum' beta_3_9
Uploaded the 'final' version here: [SP] Momentum [SP] 'Momentum' beta_3_9 Fixed a stupid mistake which occured due to copy/pasting elements in Hammer editor without making sure that outputs aren't inherited to the "newly" created element. Each time the moving cleanser above the floor cube button dissolved a cube in version 3_8 a cube was spawned in the upper small chamber. That means depending on the amount of failed attempts you might encounter cubes where there should be none at all. Thanks for pointing that out. _________ [SP] 'Momentum' beta_3_8 So hopefully this version is not as broken as my first attempt (better not broken at all, but that?s wishful thinking I?m afraid) Haven?t removed the puzzle element which some of you might not like, others for sure will. I have tried to make the map as ?ninjaproof? as I could but who knows what you ?ninja guys? have in store for me?! I really hope it?s worth the download this time. Feel free to post your comments to the ongoing thread. I really appreciate all hints and criticism which might help me to improve this map. Known issues: - env_soundscape is audible beyond its range (could probably ?kill? the entity but haven?t done that) - ambient_generics are still a problem but work unless I don?t try to import chamber 2. This isn?t finished, yet, since I started to rebuild it almost from scratch. - reload after auto save causes ?bad model 14 error? from time to time (very rarely) (???) - getting stuck under panels is very clumsily ?solved? but works quite fine - else? You tell me? _____ Inspired especially by damagepy's maps I started mapping almost four weeks ago. Well, this is my debut map introducing one puzzle element that I at least haven't seen, yet. It's about angle,timing and of course momentum Should appreciate it very much if I could have some feedback on this one. Have temporarily removed two other chambers for now because they caused too many problems. Will add them later on. Hope you like it.......and oh, there is no cake but a little surprise if you play it to the end........ Don't forget: do not rename the file (because of the cubemaps)!
The Tower
Clean chamber design with funnels, lasers and turrets. Objective: get to the top level.
Portal2 Logic multi-button map-example renaFUSED
I made this to show how to use a multi-buttons to preform more then one task and a final task with the use of logic_branch and logic_branch_listener. P.S. This map also contains animated panels, indicator lights, and auto cube spawners all in action, Oh and it comes with the vmf file so you can see how it was all done. Enjoy -FusedCore
Bomb Launcher concept
Its a bomb launcher based off the one Wheatley uses but modified to be be compact and to be used in test chambers, maybe as a replacement for the rocket turret. Right now its just a concept, but if I ever get the chance I might try to model it. Changes will be made as time goes on. Watch the demo of it here: http://www.youtube.com/watch?v=mqdoif7YCVM Other info: The prefab contains only the launcher and its relays, so you will need to add in things you want to add. For coop maps, though I haven't tested it yet; a target has been supplied so you will need to ungroup the prefab and change the lasers target to the the target, as the beam is glitchy in coop, so it will act like the rocket turrets.
Laser cube addon - BEE2
---English---Anglais--- This addon add a "laser cube" to BEE2. The idea come from a map of HallowITE on the steam workshop. This is my first own mod. The cube can be normal, or with speed/bounce gel. This can be set with the button type. All is in the description of the item (right click in BEE2) Thank to Radelite for his help. The next version will add a dropper, if I can do it. PS : sorry for my english but I'm french (: ---French---Fran?ais--- cet "addon (suppl?ment ou mod) ajoute un "laser cube" ? BEE2. L'id?e vient d'une map de HallowITE sur le workshop de steam. C'est mon 1er propre mod (que j'ai fait moi-m?me de a ? z) Le cube peut ?tre normal, rebondissant, ou acc?l?r?, Cela peut ?tre d?fini avec le type de bouton. Tout est dans la description de l'objet (actuellement en anglais, d?sol?.), en faisant clic droit sur l'objet dans BEE2. Merci ? Radelite pour son aide. PS : le PS en anglais ci-dessus ne vous concerne pas, c'est tout (:
Template textures + common prop gallery (vmf)
I usually start my maps with this template: - It contains my favorite Portal 2 textures applied on small cubes (so I can check "display only used textures" in hammer texture browser) - I placed my favorite (most common) props: vegetation, broken ceilings, debris... Its easier and faster to check the props like this (I just copy them from here). I can also see their sizes etc. And for the textures, it makes browsing faster. When I'm done with my map, I just delete the room note: delete the player_start and the trigger_auto that displays the starting text
Singing Companion Cube!
One big problem with the PTI - the companion cube DOES NOT SING! This mod fixes that. Just install it in [portal 2]/sdk_content/maps/instances/p2editor and you're good to go!
sp_a5_reflection_intro
An introduction to the Aperture Science Laser Reflection Gel! There are three difficult chambers. each getting harder and more deadly. Try not to burn yourself TOO much... Note This gel is in P2, I did not mod it in, so don't blame me for any bugs you may find with it.
BLUEMOD paint gun
This is an addon for the in game pti editor Paint gun created by linking-yellow and modded by radelite If you use this please send me a link to your map at [email protected] If you have beemod 1 download this file instead BLUEMOD version 2 Have fun and happy portaling Here is a map that we have made with the earlier version of bluemod http://steamcommunity.com/sharedfiles/f ... =167053383