Portal 2

Worn out custom signage for destroyed maps
Uploaded by josepezdj · Sep 04, 2013
12 comments · 5.0 (1)

These are the custom symbols I made for my map "White Room (reMiX by josepezdj)". I thought some mappers could like them and maybe want to use them in their maps They are not all the symbols that Portal2 uses, but since I have them all in layers in a PDN file, I can make any of the rest if someone needs it. Just say here and I'll go posting those that ppl need! Default location By default I haave them into my folder materials/josepezdj/signage_wasted, so create a folder like this so your hammer editor load them on the fly. If you prefer any of your folders, just edit the .VMTs changing the line for the $basetexture... for example: - "$basetexture" "josepezdj/signage_wasted/jose_wasted_signage_box_button" by: - "$basetexture" "mysignage/jose_wasted_signage_box_button" Or you can even change the name of the .VTFs themselves and put their new name there in the $basetexture line... Any doubt about this or any help anyone need just let me know! Reference screenshot jose Change Log - v1.1 (2013.10.17) => Lowered the brightness in the alpha channel so that they look less bright in game. - v1.2 (2014.06.29) => Added the "paint_dispenser", "bounce_gel", "laser_catcher" and 4 dots per Tmas98 request

Worn out custom signage for destroyed maps
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Gel training
Uploaded by beecake · Aug 09, 2011
18 comments · 3.8 (4)

Walkthrough at my channel: http://www.youtube.com/user/cakeyfied?feature=mhee

Gel training
[CO-OP]Illumination
Uploaded by ZeronFX · Jun 09, 2011
5 comments · 0.0 (1)

A series of maps with varying difficulty that I am working on. This is my 1st major project with Hammer. To-DO list: Re-make that godawful spawn room Fix His voice Make a more logical exit from the map Optimize

[CO-OP]Illumination
sp_companion
Uploaded by OzzyUK · May 24, 2011
4 comments · 2.5 (2)

I wanted to try to make a mini story where you need to get your beloved companion cube. I need to change a lot of things and add sound effects, more lighting and animations also need to change some of the textures and decals. I tried to have some dirty aperture as well as clean aperture and I need to add game text. It is not a hard map but hopefully people enjoy it anyway

sp_companion
Testchamber 14 Remake
Uploaded by KKiONI · May 03, 2012
16 comments · 3.8 (4)

A level inspired by the level originally in Portal 1, but with a new twist! Additional Screenshots: Hallway Cube Room Laser Room

Testchamber 14 Remake
Interlink
Uploaded by Xtreger · Mar 06, 2014
11 comments · 5.0 (1)

A small, challenging map. Thanks to grayarea for playtesting Workshop link: http://steamcommunity.com/sharedfiles/f ... =235438315 The Wheatley dialog mish-mash was inspired by CoolDudeClem's Crazy Chambers: http://steamcommunity.com/sharedfiles/f ... =194726504

Interlink
DaMaGepy's P2 map #4 (WIP: 29%)
Uploaded by DaMaGepy · Feb 05, 2012
27 comments · 5.0 (4)

Hi there. This is the very WIP version of my map (there will be 5 room) of my next 4th Portal 2 singleplayer map, for popular demand, a harder one (compared to my previous ones) This map will have 4+1 test. Since I'm afraid to make hard maps (but there is a big demand from "pros"), I will make it a hub, so if someone got stuck on a puzzle, can just skip it and move to the next room and still have fun. From a central half-outdoor area, you can go 4 different direction and complete the rooms in any order. Each will give you an uniquely shaped indicator piece (the concept that I introduced in my latest #3 map) and using those to fix an indicator that will unlock the final puzzle on the surface. I need some feedback about the difficulty. It's still a WIP, so havent done any detailing or light-finetuning yet, however everything works fine, and the intended solution does not need any ninja skill, hard jumps, cube flipping etc. I have this room (and the other 4) on paper almost since Portal2 launch, but if its too hard, I'll reduce difficulty. Also if you stuck, or finished it and you feel may not solved it the intended way, check out the walkthrough video: SPOILER! Room1: http://www.youtube.com/watch?v=X7WXeAapEqM Room2: http://www.youtube.com/watch?v=C7tMT7_AcWE Also send feedbacks and errors/bugs, but nothing about the texture style or alignment or the rest. As soon I fixed this room and gave its final look, I'll continue working on the rest of the map, and will not post it till fully finished. Updates: - Added "smart" autosaves - A very WIP version of the second room. One portal bug: the redircube becomes ethereal after been near the end of the funnel, dont know why (and only that cube). Destroy it to fix it, the new one will be solid again. - take the door behind your spawnpoint to get back to the first room

DaMaGepy's P2 map #4  (WIP: 29%)
The Part Where Everything Goes to Hell Boss 1 V2
Uploaded by MasterLagger · Aug 24, 2011
18 comments · 0.0 (1)

This is a updated boss battle. I added a few more steps to beat the boss as well as adding a few more extra things to it. The bomb room is now accessible and is part of the boss battle.

The Part Where Everything Goes to Hell Boss 1 V2
Underground Walkway 128 Caged
Uploaded by Skotty · Jan 25, 2012
1 comments · 5.0 (2)

This is a caged walkway used for underground areas with a length of 128 units. You can use it for different purposes. It has full physics. Additional there is a end-model to close its open end if necessary. Requested by Moth.

Underground Walkway 128 Caged
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Underground Timer
Uploaded by ChickenMobile · Aug 26, 2011
13 comments · 5.0 (3)

This is an instance of a robust underground timer. This timer can count up or down from 1 - 99 seconds. underground_timer_counter.vmf The $UnEvent_Relay parameter is the event that is fired when the timer has stopped counting. This event should be triggered in one of the clock instances. This instance is used for both buttons, however the buttons will determine whether it counts up, or down. underground_timer_but_countdown.vmf $time_units is the number of seconds of the unit column $time_tens is the value of the tens column (This is the only way I could figure this out for the countdown timer without adding some sort of script.) The $Event_Relay parameter is the event that is fired when the timer has started counting. This event should be untriggered in the clock instance. Please note: I have added entities that will work out the number of seconds the counter needs to count down from $time_units and $time_tens, hence the large amount of logic_cases underground_timer_but_countup.vmf The $Event_Relay parameter in the 'Timer instance' is the event that is fired when the timer has started counting. This event should be untriggered in the clock instance. The $time parameter should be set to how many seconds it should count up to Known Bugs: Putting both 0 and 0 for the left and right number icons will cause a rip in space, however this shouldn't happen as you wouldn't want a 0 - timed counter How to place in your map: Create a func_instance and change the vmf path to "underground_timer_counter.vmf" Name this instance Create another func_instance and then change the path to one of the button paths (either underground_timer_but_countup.vmf or underground_timer_but_countdown.vmf depending if you want it to count up or down) Set the button's fixup name value to the same of the counter instance If you are using the countup instance, put a number value for the replace value $time to how many seconds you want the counter to count up to If you are using the countdown instance, put the individual values with each a 1 digit number which will represent your double digit number. e.g. "$time_tens 1" and "$time_units 5" will make the timer count down from 15 Using the $Event_Relay replace value in your button, make it point towards a logic_relay which will trigger the event when the counter starts. This must include the name of the prefix PLUS the name of your relay otherwise it will not work. e.g. clock_1-TRIGGERNAME (This is the name of your relay outside the instance) Using the $UnEvent_Relay replace value in your counter instance, make it point towards a logic_relay which will un-trigger the event when the counter stops. Same as the button's relay this MUST INCLUDE the prefix fixupname as well as the name of your relay. e.g. clock_1-UNTRIGGERNAME (This is the name of your relay outside the instance) Enjoy the use of an underground timer... WOOOT If you are having trouble... Please do not hesitate to ask for any help either through a PM to myself or by posting a comment inside the instance thread.

Underground Timer