Portal 2
Above Aperture - Part 4
STORY : --------------- You continue your journey through the destroyed and deserted Aperture Center, on the surface. PART 4 : ---------------- This part contains 3 open sky testing chambers. You will mainly have to use pneumatic diversity vent. Two directions are used: propultion and aspiration. You should try to combine them The puzzles contains lightbridge, cubes and turrets. BONUS : ---------------- This time, the song is not hidden. You will find it in the first test chamber. DOWNLOAD : https://mega.co.nz/#!yINklJyB!Wgkis1SFf ... pJtLckVV6Q YOUTUBE : https://www.youtube.com/watch?v=Y9T0Flnmm6E CREDITS : ---------------- Custom models : Shiroko Custom textures : from csgo
Unfinished Business Part 1
Small two chamber map. Easy and Medium difficulty. Clean Environment. First part of a 3 map coop series using maps originally meant for a full coop campaign but it was cancelled. I'm busy on a different project at the moment but I've taken a break to polish the maps up and finally release them. Screenshots: https://dl.dropboxusercontent.com/u/485 ... _00001.jpg https://dl.dropboxusercontent.com/u/485 ... _00004.jpg https://dl.dropboxusercontent.com/u/485 ... _00005.jpg https://dl.dropboxusercontent.com/u/485 ... _00006.jpg Changes: v1.0 - Initial release. v1.1 - HDR Cubemaps. - Increased light levels for HDR. v1.2 - LDR Cubemaps v1.3 - Added detail everywhere. - Adjusted first chamber so trigger_catapults kick smoother. - Added additional puzzle to room 1 (Really easy but hopefully fun) - Added a delay to the mid-spawn rooms entry fizzler when being disabled to prevent player going back to room 1. v1.4 - Fixed cubemaps. - Corrected a texture size on one of the fizzlers. - Dimmed the lights in room 2. I hope you enjoy the map
Flip-Disc Displays
Those models are provided in different sizes. Changing their display works by changing their body group value. The green panels are glowing in the dark. Bodygroup - Symbol: 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 A 11 B 12 C 13 D 14 E 15 F 16 G 17 H 18 I 19 J 20 K 21 L 22 M 23 N 24 O 25 P 26 Q 27 R 28 S 29 T 30 U 31 V 32 W 33 X 34 Y 35 Z 36 . 37 ! 38 ? 39 : 40 - 41 + 42 _ 43 ( 44 ) 45
New Door
Door from reepblue's betapack as a seperate model.
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This map was originally made as a test idea for a map series me and my friend Kevin are working on.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
Conversion Gel Intro
This is an intro map for the conversion gel for a mod I am working on. Please PM me with your name if you want to be put in the credits as a map tester. -Known Bugs- 1. The door trigger doesn't seem to work. If the door won't open, noclip through it. 2. The storage cube is a bit difficult to Portal out of the room. 3. The Portal Gun sometimes won't stop shooting. To stop this, move your mouse out of Portal 2, click, and back to Portal 2. Please report any bugs, and give suggestions.
re-colorable plasticwall002a psd 2
Have you ever wanted a different color to the nice plasticwall002a texture? Did you find the old version of my psd, and realized that you didnt have photoshop or simply couldnt get the desired effect with the hue slider alone? well, that's what this is for! Now it includes several pre-made colors, as well as an example .vmt that allows for custom coloring without photoshop via the $color parameter. ============================================================== To use: 1.open the psd. change the hue setting on the "color hue/sat" layer (not the saturation setting!) 1b. Optionally, you can have more control over the exact color you want by disabling the hue/sat layer, enabling the manual color layer, and filling the manual color layer with a solid color of your choice. 2.save it as a .tga file 3.open your .tga file with vtfedit and save it into portal2/portal2/materials/props/ as "plasticwall002a_YOURCOLOR.vtf" 4.Create a .vmt for it by copying the provided "plasticwall_002a_YOURCOLOR.vmt" and renaming the copy with your color. ==Please note== the part of the example vmt that says $color "[0 0 0]" is meant for people who dont have photoshop or any other program that opens .psd. do not use it unless you need to. Also, you'll notice that there are layer masks on the color layers- this is because in valve's textures, these areas stay consistant across different versions of this same texture. for best results, dont delete these. ==Please also note== If you use this in a map,mod,or SFM/Gmod video, Please not only credit me but let me know you used it. I like it when i see something i made used in sombody else's work! Contact me at: http://www.moddb.com/members/tile http://steamcommunity.com/id/notsoregular/ http://notsoregularfox.deviantart.com/ Thanks for using my stuff! -Tile
Portals Through Time (Part 3) - Collision
Face new challenges and solve interesting puzzles with the addition of Time Travel! Go back and forth between the present (overgrown and decaying) and the past (clean and functional). Steam Workshop: http://steamcommunity.com/sharedfiles/f ... =258437462 Video: https://vimeo.com/94718761
[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).