Portal 2
Observating WIP
So the idea is: You just escaped from GLaDOS and now you are walking around in the observation rooms, trying to get out. You notice that she got a new test subject. You get flashbacks from the tests the person is doing. This is mostly a performance game. No hard puzzles. Put on your headphones or turn up you volume a little. Go explore. Maybe you find small eastereggs... (I haven't finished up the eastereggs yet.) There is going to be both a winning and a losing way... Yet there is only a losing way... Enjoy
Heavy cube impact VMF-File
This is a sample scene vmf-file for the Mapping Help Subforum. Thread can be found here: mapping-help/weird-trigger-behaviour-t4075.html I tried to simulate a heavy sound plus shake effect when a cube falls from a certain height.
Brain Donuts
Donuts aren't good for your body, but this map is good for your brain. Actually, it's meant to mess with your head. Look around. Explore. Look behind you. Strange things happen. Unzip the file, put some sprinkles on it and stick it in your maps folder.
flukes first maps
my very first released maps, there are a few bugs, so if you know how to fix them, please tell. special thanks goes to msleeper and p0rtalplayer, for helping me with my faith plate. to run it, type map tf_map_01 into console. enjoy. *update* changed file type to 2 .bsp. currently working on custom sounds but errors show up saying cannot find it or something. if u know how to help, please do
Odyssey
The BSP's have a different name, but I came up with this name after the fact. It's a journey through abandoned industrial upwards to BTS. I focused on making stunning aesthetics (or at least I think they should be). Most people know what to do with the files, but if you're not sure, place the BSP files in the games Maps folder. Steam/ steamapps/ common/ portal 2/ portal2/ maps.
Gravitymod
I will write a better discription later This is a gravity gun for the ingame editor will try to add more instances later this week THIS IS NOT BEEMOD1 COMPATIBLE or bluemod or speedmod have fun
RainDance
Cave Johnson here, and welcome to Aperature Rituals. Associate Pluviculurists, Astrologers, Farmers, you're here because I'm damn sick of this drought and nobody had any better ideas. Greg is telling me that when there's no rain, there's no deadly goo; now if you punch that into your calculator that makes a sad face. So, here we've got an elaborate and potentially life threatening raindance that should hopefully bring a fresh downpour of biohazardous waste. It?s hit-or-miss with these things, but hey, it?s worth a shot. I let this rookie, Squip, take over the operation on this one, I don?t think he?s ever made anything before, but don?t worry, you?re in good hands. All right now, what are you waiting for? You don't get paid to sit around and look handsome, that?s my job. I'd call this medium-hard puzzle. I'd love to hear your comments and suggestions! Solution here: http://youtu.be/8qCxqVqM58I
Crusher Instances (many custom options)
These crusher instances are aviable for 1 side and 2 sides (opposite). You can do the following: Use a Reset Timer for auto-reset after crushing. Use a Solved-Relay that brings the crusher to "de-crushes" state (even if moving). Use single relays just to crush or uncrush without any automatic reset. Use the Status value - set a name of a math_counter and the crusher will add 1 if crushing and subtract 1 if uncrushing. (For multiple crushers). Just don't forget to kill/deactivate the not used features with a logic_auto at mapspawn. Use this well-thought-out crusher system to create crushers in all variants easily.
Aperture Science IBM 5150 3D model
This is a model of an IMB 5150 for anyone who wants to enforce that 80's theme of old aperture.
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