Portal 2
ys_science_fun_2
First map ys_science_fun and been a long time..now I release second map ys_science_fun_2. Map have two chapter 2,2A. First chapter detailed and hard but second map medium difficult.I making 2B but ? haven't portal 2 my friend have ? made his home.Please read Read Me. Please report all bug. ENJOY.
Frames prefabs
This file contains two prefabs: one for a doorframe, one for a funnel frame. To use these, place them in steam/steamapps/common/portal 2/bin/Prefabs. In hammer, click the entity tool and then select prefabs, and choose the one you want to use.
Gotta Start Somewhere
This is my first Portal 2 map that I made with Portal 2 SDK. If there are any "loop-holes" around what you are supposed to do please say so, and I will fix them. Please keep in mind that I was learning as I went while making this chamber. This is also the first time I have ever used the Hammer Editor, so go easy on me, I'm a beginner. Have fun.
Aperture Science Panel Test
Number 4 in the serie
Lost
Atlas and p-body were doing tests until a mistake heppend and they get lost,they got to find a way back ________ THE LAVA MATERIAL WAS NOT MADE BY ME how to play it: 1.copy mp_coop_tractor_beam_test.bsp to portal2/portal2/maps 2.when you and your friend in game, type in console: changelevel mp_coop_tractor_beam_test Dont know how to enable console? go to options then keyboard/mouse then enable the developer console (you will find a button) also dont forget to put the materials folder into your portal2/portal2 folder
High Tide v1.1
1.0 - Initial release A short series of two test chambers that revolves around a single puzzle element. Not intended to be terribly difficult, since I was trying to explore a concept and this is my first complete Portal 2 map. The first chamber is a simple introduction. The real focus is the second test chamber. I've made a couple minor changes since the WIP release a month ago. I fixed a couple of unintended solutions, redid the lighting, and tried to make the chambers appear even more abandoned. Since this is my first complete mapping project, feedback is greatly appreciated, as are screenshots and replay videos. I'm always looking for ways to become a better mapper! The .zip contains both the .vpk in addition to a folder containing the map files, scripts, and materials in case anyone has trouble getting the .vpk to work. Complete installation instructions and more info are included in the readme.
Portals on Panels, Issue Clarification
I'm having an issue where portals placed on my rotating panels will only be oriented one specific way relative to the prop_dynamic (panel) inside of them. Here is a big, simple version of the problem I'm facing.
Co-op tube ride sequence
This is an instance that when triggered causes a sequence in which Blue, Orange or both go flying through a set of vents, like the one that leads to and from the 'DLC room' in the hub. To activate it you need a trigger_playerteam that will tell the instance what sequence to start (Blue/Orange; Long/Short) and to enable/disable the trigger_teleports. You should also place two trigger_teleports - one for Orange and one for Blue. these should be enabled when the corresponding bot arrives and disabled when he leave's the trigger_playerteam brush. There are four alternate remote destinations for these brushes: @orange_tuberide_long_teleport_trigger @orange_tuberide_short_teleport_trigger @blue_tuberide_long_teleport_trigger @blue_tuberide_short_teleport_trigger You can also have up to four point_teleport entities, from these the player will re-appear in the map after the sequence: @orange_tuberide_long_teleport_trigger2 @orange_tuberide_short_teleport_trigger2 @blue_tuberide_long_teleport_trigger2 @blue_tuberide_short_teleport_trigger2 YOU MUST NAME THESE ENTITIES APPROPRIATELY, otherwise the instance won't work properly. Hope you'll make the best out of it, I'm sure I will.
A box of dimensions - Appetizer
This is a one of tha maps from my soon to be released "A box of dimensions" coop campaign. It was supposed to be the first part but because of some technical difficulties i isolated it into this. Update : forth and last version, all glitches fixed. (version 3 was completely broken) Its a 2 test chamber map with the second chamber being the highlight. it uses world portals and is particularly difficult.
Advanced Conveyor Belt (Portal2)
This is how Valve made proper conveyor belts in the game section 'turret manufacturing' It consists of eighteen func_tracktrains, with individually attached prop_dynamic belt sections which move the player and objects. VMF and BSP are included for you to examine and edit any way you see fit. Hopefully this will help to explain how it was done, and how you can do it for yourself