Portal 2
Ms. Wheatly
A map i made for my friend SqueeBat that took too long to finish. I started out trying to make something serious but it got sillier and sillier because of his requests so i just rolled with it. It includes custom music and textures and some OC of SqueeBat. Here is his Youtube Channel https://www.youtube.com/channel/UC9sMSx ... lbwJbAOYUw Play as P-Body that gets suddenly assembled sometime before Chell's awakening and tries to escape with the help of Wheatly when SUDDENLY...... P.S. Please record your playthrough if you can because this thing i made will propably cause some funny reactions. [UPDATE] I put in the work and managed to release this map on the workshop. I also renamed it from "P-Body's Crazy Adventure" to "Ms.Wheatly" for reasons.
Laze
A short map involving an inacessible laser !
PORTAL IS AMAZING MY NEW MAP!!!!!
PLAY MY MAP AND RATE!!!
[COOP] Vertical Alignment
I've been working on this map during the last month or so, and I think I've fixed enough obvious exploits. It's cooperative puzzle focused on light bridges and conversion gel. (You shouldn't need much conversion gel. I think five placements are enough to complete the map.) Screenshots: http://imgur.com/a/0suw8 Anyway, playthroughs would be greatly appreciated. Suggestions will be taken seriously, especially if it's something I can actually fix. I'm more concerned with making this map good than releasing it soon (or I would have already released it).
Isolation
A very difficult small map. Thanks a lot to josepezdj, grayarea and HeadShot for playtesting and helping me block a lot of unintended solutions.
Panel Pack
A Panel Pack For All People!
Interlink
A small, challenging map. Thanks to grayarea for playtesting Workshop link: http://steamcommunity.com/sharedfiles/f ... =235438315 The Wheatley dialog mish-mash was inspired by CoolDudeClem's Crazy Chambers: http://steamcommunity.com/sharedfiles/f ... =194726504
Incidence
A small, difficult map with bland visuals. Thanks to HeadShot and grayarea for playtesting and pointing out unintended solutions. It should provide a good challenge though!
Door Frame Instances
Thought people might appreciate these, in case you ever want a frame for the test chamber doors. They align nice and on-grid, and are 128x128x32. Includes clean and dirty variants of black, white and both (black one side, white on the other). They are func_details so don't forget to seal them. Some are cut down the center in case you want half-black and half-white on each side, in which case Edit Instance > Save As. Just plonk 'door frames' in your instances folder or wherever and you're set.
Custom "pedestal button" with 4 skins + Example Instances
This is a custom model based on the stock "pedestal button" but with 4 skins: I just decompiled the stock model and edited the .QC file to recompile it again with more textures. This was requested to me by Srs Bsnss and I thought somebody else in the community could be interested in it as well. This is a pack that includes the following: 1. A custom model based in the stock "pedestal button" (switch.MDL) with 4 skins instead of 2: - Skin 0 = Clean button OFF (blue lines) - Skin 1 = Dirty button OFF (blue lines) - Skin 2 = Clean button ON (yellow lines) - Skin 3 = Dirty button ON (yellow lines) 2. A custom animated texture with 4 frames to match the button type and state. These are: Clean ON and OFF, and Dirty ON and OFF. 3. An instance called "custom_prop_button.vmf" emulating the prop_button Portal2 entity, where you can select the value of the following variables: - Button_reset_delay = you can enter whatever float value (a number with decimals) or integers. This value determines the time for the button to reset and go back to the initial state. - Button_type = "0" is the clean one while "1" is the dirty model. Note that the pedestal skins will change as well accordingly in this instance - Play_timer_sound = "0" means not to play it, while "1" means to do. It will play or not the classical "tick-tack" sound. - Prevent_fast_reset = "0" means no, and "1" means yes. This will prevent the player from pressing the button again while it's still into the "reset_delay" time set before. 4. An example map in the case you need help with setting the button up into hammer. 5. The decompiled files (the .QC file and the .SMD files) for anyone interested in changing something in the model or adding even more skins and whatnot... INSTRUCTIONS - There's a folder inside the zipped file you downloaded called "portal 2", this folder and its structure inside is exactly as the one you have in your computer, so just copy the folder "portal 2" on the "Steam/SteamApps/Common" folder, and everything will go to its right place. - The custom button model is named "switch_4skins.mdl" and it is located under /models/props/ folder - The model's textures are located into /materials/models/props/ folder - The custom texture jose_button_frame_alpha(.VMT and .VTF) for the pedestal base goes into /materials/josepezdj/detail/ folder - The instance with the example button is into sdk_content/maps/instances/josepezdj/ folder - The example map (.VMF and .BSP) into sdk_content/maps/ folder NOTE Don't forget to give it a NAME to your func_instance into hammer when you use the custom instance "custom_prop_button.vmf" for its I/O to work properly Do not hesitate to ask me anything related to this content. Cheers! jose ChangeLog v1.1 - I improved the button textures tweaking a bit the alpha channel in order to get the right self-illumination - I added the corresponding (multi-framed) texture for the button's pedestal itself including the 4 skins/frames (clean-dirty / on-off) v1.2 - I added 2 more variables to the button instance: the "prevent fast reset" feature, and the possibility to play the timer sound.