Portal 2
1970's Colorable computer cabinets
A version of the 1970's computer cabinets that can have a custom RGB color for their front panels, doesn't replace the vanilla models Includes all 4 cabinets present on the game.
Time buttons
This is my time buttons for Portal 2. The blue buttons activate the object immediately, but deactivate after a some time after releasing. Green buttons work in reverse, activate the object after a some time after pressing, but deactivate immediately. If you use these buttons in your maps, don't forget to include materials and models in your .bsp file!
(Instances) Extra Elevator Instances
This is my first time uploading a file to thinkingwithportals. If I forgot anything, let me know. You ever look inside the turbine_elevator folder in the instances folder and browse through the elevator vmfs. To find that for the departure elevators, Valve only has the fixed one going up and the destructed one going down? What if you are making an overgrown style map but want your exit elevator to go up? This is where this comes in. Supplied in the zip archive, you will find 2 extra elevator bases. One that is destructed and goes up and one that is fixed and goes down.
Exotic Plants Pack 01
A few fun little plant models for use in overgrown. Includes a few succulents, a dry fern, some flowers, and some cacti. Credit as Nuclear Shill
Unique Brush Squarebeams
A .VMF containing a lot of squarebeams made in hammer through brushes, featuring corner sqarebeams, 32x32 squarebeams, and more. Mainly useful for the pillars and inward corners.
Fighting Entropy
MAP IS RELEASED! GO HERE TO DOWNLOAD: Fighting Entropy This is a map made in the reconstucting and bts themes. I feel that the map is almost complete, but I'm a bit worried about the file size and the entdata which is very full (over 200%). The map runs well for me, but if others have problems with it I might need to split it in two parts. I also think the map needs some more playtesting before I can release it. changelog beta2 -changed last button in final test so it's easier to complete the test properly -minor fixes beta3 -removed some hallways and added more dialogue -increased details in bts area -more minor fixes
Sp The Part Where V1.1
Contest submission for the 2012 Heavy-duty super-mapping super-contest. ?The Part Where? is a large map made with the collaborative efforts of GLaDOS CUBE and Another Bad Pun. The map offers 25-40 minutes of exploration, puzzle solving, and most importantly, science. You play as one of the coop bots being tested by Wheatley in the torn apart labs of ?Wheatley Laboratories?. Use your wide robotic mindset of puzzle solving techniques, and most importantly, your sense of artificial pain to solve the test in a fashion that even GlaDOS would be proud of. Can you conquer this conundrum? Can you find all of the pony-related easter eggs? Are you up for the challenge? Only one way to find out? CREDIT THINGIES: Puzzle and basic detailing: GLaDOS CUBE Additional Optimization, Puzzle Refinements, and Detailing: Another Bad Pun #supercontest2012 GLaDos_Cube Another Bad Pun Warning Optimization May cause Weak PCs To explode*
Modular Ducts set
Modular set of ducts 64x64, comes two sets, normal and hollow (you can walk inside it), both sets comes with parts, in the following lengths: -32 -64 -128 -256 -512 -1024 Along with a curve piece and some special variants for the hollow set.
Dynamic Portal Lights
2 .VMF instances for hammer users to create dynamic portal lights that update as the portal moves. [Singleplayer Blue] $color_p1 - 0 60 255 [Singleplayer Orange] $color_p2 - 233 78 2 [ATLAS Portal 1] $color_pl1_p1 - 32 128 210 [ATLAS Portal 2] $color_pl1_p2 - 19 0 210 [P-BODY Portal 1] $color_pl2_p1 - 255 180 32 [P-BODY Portal 2] $color_pl2_p2 - 57 3 3 $brightness - 100/200 [depends on the scenario and mood the hammer user is going for]
Hi-res Coop Signages
Hi-res coop signs, that's all. Includes: singage/hr/ coop_teamdoor_blue_overlay.vmt coop_teamdoor_blue.vmt/vtf coop_teamdoor_orange_overlay.vmt coop_teamdoor_orange.vmt/vtf When crediting, make sure to credit: AbbieInSpace (Creating the Textures) oktocentillion (Making Base textures for the exit person) If you're using P2:CE, I recommend using the workshop version, as it uses vtf 7.6 format https://steamcommunity.com/sharedfiles/filedetails/?id=3727885688 (If you have any questions, or problems, Lmk!)