Portal 2
Two Chambers
My first map made using PeTI and Hammer. The map is at Medium/Easy diffulcity and includes 2 chambers and 1 main room. Please like our Facebook Page: https://www.facebook.com/Portal2MappingTR01 Please subscribe to our channel: http://www.youtube.com/channel/UChswD8nyQ3cH7THGD3I8A0g Video Walkthrough: http://www.youtube.com/watch?v=tU-O0viV ... e=youtu.be
Poor_Turrets
Hey, this is my first published map. Half-PTI, Half-Hammer. Without saying too much, i really got inspired by maps of Xtreger! So big up to that one Difficulty would be medium/hard i guess. so have fun!
Time 2 cooperate - Part 1
Description: This is my first map of my collection "Time 2 Cooperate". I decided to refresh my map with new textures. It consists now of two small rooms. The first room is easy to solve, the second room is a little bit harder. A good beginning for cooperative gameplay! Steam workshop: http://steamcommunity.com/sharedfiles/f ... =288305603 Bug reporting: If you find bugs, please report them. Skills: Difficulty: 7/10 - medium/hard Duration: expert: less than 15 minutes advanced: 15 <= minutes <= 30 beginner: more than 30 minutes ___ I hope you enjoy this map and have a lot of fun
New Door
Door from reepblue's betapack as a seperate model.
Simple?
Map contains 4 rooms, all unique,all complex. Your task is to complete the map and decide whether it is Simple or not. #Simple? Difficulty: #Simple? Changelog: v1.0 - Map release - 15/07/2014
Hammer Addons
Various modifications to the game's files to improve mapmaking in general. FGD Changes: - Skotty's FGD stuff (With some tweaks) - New icons for point_templates, point_server/clientcommands, point_teleport, etc - Credit to :The TF2 Ultimate Mapping Resource Pack, ZPS: Supplemental Hammer Icons and ts2do's HL2 FGDs for the various icons. - Fake keyvalues for turrets, cubes and funnels that let you choose the model that will be displayed in hammer. - Rendermode, EnableDraw/DisableDraw commands, Parenting properties etc added to many items if they can use them. - Custom editor model for prop_indicator_panel, making it easy to ensure perfect alignment and correct orientation for both modes. - Custom model for prop_portals and placement_helpers to show the orientation easier (arrow points upward) - More Auto Visgroups to categorise basically everything (test element only visgroup, antlines, buttons, instances visgroup, basically anything I could think of) Vscript changes: - Choose a random elevator video in unpublished maps (video_splitter.nut) - In unpublished maps, play a random Cave DLC2 quote. (dlc2_vo.nut) - Onscreen notification when the vote screen is triggered (voting_dialog.nut) - Script to change models to custom versions for prop_buttons, prop_weighted_cube (ts_model_change.nut) Models: (these are mostly reskins/recompiles of Valve models and originally made for PTI styles, but they could be useful for pure Hammer maps.) They're all in props_ingame/, excluding the underground companion cube which is in props_underground/. - [p1_button()] P1 button modified to work correctly with prop_buttons - [under_ccube()] Old Aperture Companion Cube (set the cube to the antique type) - [rusty_reflect()] Rusty reflection cube with correct gel skins (Use on a cube that was set to the clean variant) - [rusty_box()] Version of the normal cube with rusty skins in place of the normal one (Allows having a rusty cube show gel skins) - [p1_cube()] P1 Storage/Companion cube (with additional skins to match the P2 metal_box model) - [p1_ball()] P1 sphere (with gel skins) - P1-inspired laserfield emitter (Black exterior with red "lights") - Variations of the PeTI arm_4panel, arm_4panel_glass and arm_8panel models with the other arm64 skins (dirty, red lights, etc) To use the cubes or button, set "ts_change_model.nut" as the entity script and RunScriptCode the appropriate function. For the other models set as prop_dynamic. Instances: - A P1 pedestal button which uses the custom model as well as the more mechanical P1 tick-tock sound (tspen/p1_button). - A nodraw room to precache the custom cubes, and p1 pedestal button.
Double Trouble
include <coop_brain> This is my second created cooperation map. And remember: Turrets are not our friends! You should take a long view to solve this map. Finally, if you find bugs, report them. ---------- version 1.2: This "new" map is now a little bit harder to solve it. ---------- version 1.3: Well, I decided to change some areas which also makes this map harder to solve. And I decided to upload the map. difficulty: 8/10 (hard) (I think it should be acceptable...) duration: expert: less than 20 minutes advanced: between 20 minutes and 45 minutes beginner: more than 45 minutes Have fun
Project R WIP(Unfinished)
This map was originally made as a test idea for a map series me and my friend Kevin are working on. Eventually he wanted to recreate it so this was left unfinished with a few texture glitches but is still playable so I hope you guys and girls enjoy. If you would like to see our WIP web page for our series or download this map from our site then feel free to visit this link https://sites.google.com/site/aperturerevision/home Radelite
The Portivity Gun (Portals+Gravity)
Thanks to the unholy union of Black Mesa and Aperture Science, the fusion of their most coveted creations has spawned the Portivity Gun. It functions just like both devices in every way. However to toggle the device between modes, one must only tap down on the crouch button. To implement the device into your personal test chamber, simply drop the tool directly where the test participant begins their journey. But if you wish place the tool elsewhere, attach the gun_collision to it's assigned pedastal
"Minecraft" in "Portal 2" - Part 5 (alpha)
Here it is, the early alpha of "Minecraft in Portal 2 - Part 5". This is not a finished and polished map yet, so, please, do not bother to point to that. For more info, and if you want help to improve it, please, read the topic.