Portal 2

Coop Paintsketball
Uploaded by Freeport · Jul 21, 2011
9 comments · (No ratings)

Version 1.0 Created by: Jacob Clayman AKA Freeport Screenshots at: http://jacobclayman.webs.com/paintsketball.htm ----- FEATURES: Paintsketball is designed to mimic a game of basketball, only utilizing the world and game mechanics offered by the original Portal 2 assets. The Paintsketball pops out of center-court. Utilize paints and portals to carry it to your basket and score! Thanks for downloading Coop Paintsketball! I hope you enjoy it. ----- Contact Info Email: [email protected] If you have any questions, comments, or general feedback, please feel free to contact me at my email: I'm always looking for constructive criticism so don't be shy! For more of my work, please visit my portfolio at jacobclayman.webs.com Thanks again! -Jake

Coop Paintsketball
Advertisement
Registered users don’t see ads! Register now!
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
Coop Opposite Linkage
Uploaded by arek_91 · Mar 27, 2012
5 comments · (No ratings)

Opposite linkage is a special mode for Portal 2 Cooperation game, in which players' portals are switched, i.e. ATLAS primary portal is connected to P-body's secondary, and vice versa. UPDATE: - changes in map: changed the behavior of the elevator (first laser catcher moves elevator up, when powered) added indicator lights and other details added the button accessible only by using noclip to test portal linkage switching - killing one bot, no longer triggers the delayed death of both, instead portals are destroyed and their linkage are switched to normal and then back to opposite during respawn (in a nutshell: when one of players screws up, all 4 portals are destroyed, but the second bot don't have to die) - switching linkage between normal and opposite will no longer change portal colors Known bugs: - switching linkage to opposite, when one of the bots is dead, screws up the portals linkage - at least three graphical glitches related to P-body's portals, only visible at second player site

Coop Opposite Linkage
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
[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
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
Advertisement
Registered users don’t see ads! Register now!
Falling Laboratory Monitor
Uploaded by Spam Nugget · Nov 20, 2011
5 comments · 5.0 (1)

An instance for a lab monitor that sparks and falls of a wall when a portal is placed behind it, like the security cameras do. Just chuck the instance in next to a portable wall, change the skin parameter and BAM instant success. Feel free to open it up and stuff with stuff if you want, doesnt worry me. Version Log: V1.1: Fixed rotation bug V1.2: Bug fixes

Falling Laboratory Monitor