Portal 2

Misplaced Conversion
Uploaded by Wsterfury · May 31, 2011
7 comments · 5.0 (4)

I thought about it and realized that Conversion Gel and Excursion Funnels were never really used together in the single-player or co-op campaigns. I have taken a stab at fixing that. This is the first map I felt remotely comfortable about uploading in such an early state. It's a work-in-progress for my Summer Mapping Initiative map, so we'll see how it goes. I'd love to hear some constructive criticism; I know the map's not perfect (it's definitely not right now, still very early and cobbled together) but I think it could be a pretty neat little test chamber once it's all said and done. Modified arrival/departure transition vmf courtesy MSleeper, who has been super-helpful with all the scrubby questions I've had so far. v0.5 Update - - LOTS of retexturing/detailing. Texturing - Fairly far along. Getting there, but not perfect yet. Detailing - Making some good headway on this. It's starting to look the part of a Wheatley chamber. Lighting - Mostly natural lighting at this point. Might add some to the bottom region, but not sure. Props - Comin' along. There's some stuff to look at.

Misplaced Conversion
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Boss Battle
Uploaded by TripleG10 · Jan 14, 2012
3 comments · 2.5 (4)

This is the very beginning of what I hope will be a great boss battle. 1.0 Currently, there is no way to win. As of this version, I'm only testing some of the ways I plan to kill the player.

Boss Battle
arm64x64_interior with hitbox
Uploaded by Skotty · Jul 19, 2011
1 comments · (No ratings)

This is the normal arm64x64_interior with all it's animations and skins but additional physical hitboxes. Now prop_physics or players can collide with it without any clip-brush. Clean and rusty skins are in 1 model. Skin 0-2 is clean, 3-5 is rusty. (0 normal, 1 off, 2 error) I recommend to use this model just if necessary (avoiding possible mistakes made due decompiling).

arm64x64_interior with hitbox
CG's Gel Puzzles BETA 2! now in .zip format
Uploaded by CrazyGuy · Jul 01, 2011
14 comments · (No ratings)

Special thanks to bsj0 and Dilbao for testing the previous version and sending comments and replays. Now all I need is a TITLE: I'm open to sugestions! I think i've fixed all the gameplay cheats and a few bugs, so I challenge you to find cheat solutions to these chambers. -many performance fixes including converting hidden surfaces to nodraw, turning off all the gel particles in previous areas after you go through the door to the next, many occluder brushes, and a bit of a change to area2 after you complete the final part. -changed area 3 so there are a lot less ways to cheat... added sprinklers =) Keep in mind I STILL HAVEN'T FINISHED THE TRANSITION SEQUENCE BETWEEN 2 AND 3! Just imagine that after you hit that button by the door, Wheately says some stuff to you, then the test chamber directly above you starts moving across, then it moves down into position where you see the door and those yellow panels and the landing with the numbers (that landing with the numbers will be replaced with a catwalk... around where 4 is) Like I said, all the gameplay elements are there, everything SHOULD work (although you may need to rebuild cubemaps) so see if you can find unintended solutions. I'm going to post a demo with he "correct" solutions soon link to thread for beta 1: post42625.html#p42625

CG's Gel Puzzles BETA 2! now in .zip format
The 3D skybox models thread
Uploaded by zivi7 · Feb 19, 2013
5 comments · 5.0 (2)

So you wanted to make a 3D skybox for your Portal 2 map, browsed for skybox models but didn't find any and now you are disppointed. Don't be! This zip-file contains some skybox models that could get you started. Copy the contained folders into the model folder. You can create your own skybox models from the existing models in the game without any modelling experience when you follow these tutorials: 1. Decompile the model you want, as explained by Skotty here. 2. Rescale the model as explained in this tutorial on interlopers.net 3. Compile the new model following Josepezdj's tutorial here. If you do so, let me know via PM or upload the file attached to a reply in this thread and I'll add your models to the zip-file.

The 3D skybox models thread
Wall Projector Tut
Uploaded by Daschnookle · Dec 23, 2011
8 comments · 0.0 (3)

VMF included. Tutorial on The hard light things! No pic, though. .RAR file - should open with WinRAR. put maps folder in portal2>portal2. DO NOT REPLACE OR DELETE ANYTHING ELSE. SDK folder has everything including VMF.

Wall Projector Tut
Marlow's Coop Airlock Spawn Instance example
Uploaded by Marlovious · Jun 01, 2011
7 comments · 5.0 (2)

I've spent the last few days remaking the coop airlock/checkpoint spawn. I've tested that this works with the stock coop spawn. If any bugs are found let me know. This is made to be dropped right between two chambers. The default door state is closed/locked. You can use a simple logic_auto to open the entrance or exit(debug), or use a relay after a puzzle. Included files: Demo .bsp and .vmf instances- airlock entrance door airlock exit door (requires entrance door) entire check point (requires all other .vmf) Feel free to edit the instances to fit your needs.

Marlow's Coop Airlock Spawn Instance example
Gravitymod v.2
Uploaded by radelite · Aug 31, 2013
1 comments · (No ratings)

This version makes the gravity gun compatible with beemod1 Have fun Happy gravitying

Gravitymod v.2
[WIP SP] Basic Puzzles
Uploaded by Tyronis3 · Dec 04, 2011
3 comments · 5.0 (2)

First off, this is my first map. Now, before you click away, I assure you that this map is unlike almost every other first map. I put actual time and effort into making Basic Puzzles play well and look good. There are no gigarooms or terribly aligned textures. This map has rooms that fit the puzzles, great texturing, autosaves, and more. The goal of Basic Puzzles is for me to learn the ins and outs of Hammer. Every testing element will be used at least once. So far I have used: Flinging Light bridges Excursion Funnels Thermal Discouragment Beams At the moment, there is no exit elevator. This is because I will soon be adding more chambers, so it's pointless for me to make a new elevator after every update. Once the map is complete, I will add an exit elevator. Once you finish the 3rd chamber, the map is done. I would appreciate it if you would record your first playthrough so I can see where I can make improvements. Also, please rate this map what you think it deserves. Known Bugs: Texturing around doors is a bit wacky. Edges of glass lights are buggy.

[WIP SP] Basic Puzzles
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VRAD Lighting Skipper
Uploaded by zemerick · Jun 23, 2012
7 comments · (No ratings)

A quick and dirty program to help dramatically reduce build times in PETI. This program is currently Unsupported as I am working on a far more powerful tool that will include the functionality of the Lighting Skipper.

VRAD Lighting Skipper