Portal 2

Water Temple
Uploaded by narsqrd · Oct 07, 2012
13 comments · 4.0 (5)

This is a full scale recreation of the Legend of Zelda: Ocarina of Time Water Temple dungeon. You can find my first installment of the series here: Forest Temple I sought to make the map accessible all Portal2 players, whether they've played the original OoT dungeon or not, so as long as you can think your way through some portal puzzles then you can enjoy this map -- or maybe despise it as memories of losing your way through the watery depths come rushing back. Here's my full run through of the map. But don't watch it. At all. For any reason. Especially that reason. You know the one. http://youtu.be/DuXDBZlWNzE Pro tips: - The compass's tracking abilities can be deterred by forces of great evil. Specifically, the compass will point to the first 4 keys, then stop working until the evils of the world are vanquished. Then the compass will function once again. - The item dropper in the center room will return any destroyed cubes, reflector cubes, companion cubes, or compasses

Water Temple
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Gravity Gun instance v2
Uploaded by CamBen · Oct 03, 2012
5 comments · (No ratings)

Place the instance called gravity_gun_automatic.vmf in your map to use. press and hold secondary fire to pull and carry, press primary fire while holding to launch. See the readme for better a better description EDIT: All cubes, paint bombs, and combine balls can be carried now! EDIT: very few glitches now! The only know glitches are the occasional messup on map spawn which can be fixed by reloading, and the ability to shove things under the floor and past doors, but this can be prevented with fizzlers and triggers that send a forcedrop output to the gravity gun. EDIT: Now with particle effects and other awesomeness!

Gravity Gun instance v2
Portal 2 Timers example
Uploaded by josepezdj · Sep 29, 2012
5 comments · 5.0 (2)

=================== Portal 2 timer examples =================== This is just an example map that includes the basics of 2 working timers (a countdown and a countup) that uses custom materials (numbers). The intention is to show the required entities and their inputs/outputs to understand the logic behind a timer made in the hammer editor. Also this method allows you the posibility to use your own custom typo/numbers to fit your map's aesthetics... For this example I used the typo "DIN Next LT Pro Condensed", because I think it's pretty much similar to the typo used by Valve for the signage lightboard; so if you are too lazy to make your own material and want to use it in a normal Portal2 map, it'll look good. So the purpose for this could be considered as merely didactic The basic idea under this method is to make an overlay with 10 frames (the ten numbers, from 0-9) and go changing its textureindex with the entity "env_texturetoggle". HOW TO MAKE YOUR OWN CUSTOM NUMBERS ---------------------------------------------------------------- 1. Open an image editor of your choice, take the font that you like and make 10 separate images, one per number (from 0 to 9), and REMEMBER to always give the image a size which values are a power of 2 (like 128x256 that I gave in this case). I prefer making .png files... you can do .tga as well... Whatever format that allows you recording an alpha channel (transparency) because this way, our numbers overlays would be stickable on whatever texture 2. Name each of them with a name followed by a suffix like "_0", "_1", "_2", and so on... Obviously, try to make that suffix coincides with the number into the image... lol. 3. Now open VTFEdit (http://nemesis.thewavelength.net/index.php?c=178) and go to File > Import. Now select at the same time (holding Ctrl or Shift keys down) all the ten image files. Do not resize the images. You can check into the "info" tab how the file contains 10 frames (each of them is a different number). I also made a cutie dots (":") to separate the seconds from the minutes and make them flicker: for this you need to make 2 textures, one with the dots and other completely empty but with the same size, then do the same as for the numbers, import them with VTFEdit selecting both at the same time. 4. Then save this file as .vtf into your "materials" folder (you can create whatever folder of your choice into /materials of course) giving it a whatever name. 5. Now you should create the .vmt file for the above .vtf file. Both names must be the same, only their extensions change... In this example, my .vmt file contains the following: UnlitGeneric { $baseTexture "josepezdj/numbers/black_numbers" $surfaceprop glass $translucent 1 "%keywords" portal $decal 1 Proxies { ToggleTexture { toggleTextureVar $baseTexture toggleTextureFrameNumVar $frame toggleTextureShouldWrap 0 } } } You can simply copy all that only replacing the path "josepezdj/numbers/black_numbers" by the one where your .vtf file is located and the name of your file. I guess it's clear. However, do not hesitate to ask whatever question or doubt Once created your custom texture for the ten numbers, check inside the attached .vmf in your hammer editor to see how you can set the timers up easily. Read the Readme.txt file for instructions info. A further post with an explanation in detail about how the timer system works is in the topic of this download, for those who doesn't really extract much info from the vmf file... josepezdj

Portal 2 Timers example
The Scientific Basis (medium)
Uploaded by LuckyRJ · Sep 23, 2012
9 comments · 5.0 (6)

Hello all Portal 2 Fans and Casual players..... It came to my attention i kind of stopped doing maps a while ago, so i had this nice map i didn't finish, so the last week i have finished it, i hope you all like it and rate it. and as always all comments and videos of playing my map is welcome This map is a 3 chamber puzzle, team work is key in this map... so please i hope you all have fun and enjoy my map, thanks LuckyRJ

The Scientific Basis (medium)
Project Serenade
Uploaded by narsqrd · Sep 16, 2012
4 comments · (No ratings)

Project Serenade is the WIP pre-release of my upcoming Water Temple map. Some of you may remember my previous Legend of Zelda adaptation Forest Temple I wanted to upload this as a WIP to hopefully catch some bugs and get some feedback before releasing the full map. Let me know what you guys think, is the place confusing, are the puzzles hard enough, etc. Things that are not done: - Textures and lighting - The Dark Link encounter - General cosmetic touches - Pesky conveyor belts Things that are mostly done: - Portalable surface locations. I'm watching for exploits, particularly with tractor beams - Most of the puzzles, although some changes may still be made Things that are definitely done: - General structure of the map (I won't be adding rooms or breaking things up) Known issues: - Some elements stop working after dying and reloading, including (but not limited to) tractor beam blocks not moving and particle effects not appearing. Needs further investigation - One of the locks can be circumvented, leaving 1 surplus key. This was actually true in the LoZ dungeon, and as such I won't fix it

Project Serenade
Botball
Uploaded by Patches34 · Sep 04, 2012
1 comments · 5.0 (1)

Botball is a competitive game inspired by Halo Grifball. The game consists of rounds where each player attempts to get the ball into the opponent's goal, which earns them a point. A round begins when each player is inside of there own goal.To end the game both players must stand near exit door.

Botball
Wheatley's Fans Part 01
Uploaded by SandvichBlock · Sep 02, 2012
5 comments · 5.0 (1)

A short introduction to the... "Wheatley Science Industrial Turbo Pneumatic Fan" Please note that this is only a short introduction to how it works, and i will make more parts in the future, which will be harder

Wheatley's Fans Part 01
Aperture Science Four Portal Device!
Uploaded by FelixGriffin · Aug 30, 2012
4 comments · (No ratings)

This won't be publicly released until UsCobra11 finishes his map using it. Then I'll release the password. Until then, it's shrouded in mystery...

Aperture Science Four Portal Device!
In-Game Timer
Uploaded by FelixGriffin · Aug 29, 2012
4 comments · (No ratings)

This adds an on-screen timer to whatever map you want, without requiring a recompile. Good for speedruns of custom maps. Made by Chickenmobile and FelixGriffin.

In-Game Timer
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Perplexo
Uploaded by jonatan · Aug 25, 2012
33 comments · 5.0 (12)

A small difficult puzzle for hardcore portal players. Note: As all my maps, this may require rather advanced techniques. v1.1: Removed an unintended feature. v1.2: Removed some more unintended features.

Perplexo