Portal 2

Cleanup level 003
Uploaded by silic · Dec 30, 2011
8 comments · 5.0 (1)

Basically i wanted a different view than my own on this map, its a taster into the difficulty of the maps im going to be laying out in a series of chambers. If people have ideas, or thoughts into this please do say!

Cleanup level 003
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Third Person View
Uploaded by Cybermaxke · Aug 19, 2011
4 comments · 5.0 (1)

Third Person View Plugin! Press F10 for the normal Third Person View. Press F9 for the Shoulder View. Image: http://cloud.steampowered.com/ugc/55979 ... 522A0ED36/ http://cloud.steampowered.com/ugc/55979 ... CE5EC58EC/ http://cloud.steampowered.com/ugc/55979 ... 3B2B223D3/

Third Person View
Elevator Videos Fixed - Brainstones Hardcoded Instances v1.1
Uploaded by Brainstone · Jun 08, 2012
22 comments · 5.0 (1)

EDIT(IMPORTANT:) I have just discovered (thanks to sleter) that the elevator videos behave differently AGAIN when your map is uploaded to the workshop. (Damn VALVE) The Problem is now fixed. I have also merged the arrival logic and the arrival base as I have merged the departure logic and the departure base; that was unfortunately a must because of the nature of this very annoying problem. Currently you can have entry_elevator_UP and exit_elevator_UP in your map. Entry_elevator_DOWN and exit-elevator_DOWN will be added shortly. You MUST redownload this instance, because your elevator video screens will always play the default video as soon as they are uploaded to the workshop. (Unless you delete the entity "video_script" inside your logic elevator instance. In my custom logic elevators, this is already the case, so you will probably have this problem only in your arrival elevator.) Thank you for your understanding. ---------------------------------- Aren't you tired of VALVE destroying elevator videos with the new DLC? Aren't you tired of editing scripts for map transitions? And then packing them into bsp, what doesn't work? Do you really expect every under-age-12 downloader to be smart and not lazy enough to copy several of your scripts in the right location of his PC? Do you want to display chapter titles? Do you sometimes wish to have free choice over whether your Portal Gun can shoot the orange Portal and whether it carries PoTAToeS or not? Do you want a map transition that works, when the player si not in the PeTI? All this is now accesible to you, thanks to Brainstone's Hardcoded Instance Collection --------------------------------------- 1. BrainstoneEntryTransition Delete the standard arrival_departure_transition for this to work. Possibilities to choose: $canShootOrangePortal $PortalgunHasNoPotatoe $chapterTitle $chapterSubtitle $chapterTitleColour (e.g. 255 100 255) $chapterSubtitleColour $EnableChapterTitle $EnableChapterSubtitle 2. BSHC_entry_elevator_UP $video 100% functioning 3. BSHC_exit_elevator_UP $video $newmapname $disablePTIVoteDiag (If you are playing in the PeTI AND want to vote, there is no other option than let the player click the "next map" button to create a transition. However, this always transitions the player to $newmapname when he plays not in PETI)

Elevator Videos Fixed - Brainstones Hardcoded Instances v1.1
Currently Untitled
Uploaded by Moth · Aug 18, 2011
3 comments · 5.0 (1)

Currently Untitled, a map in the old decaying aperture style, with the following features: * overgrowth! and water! * laser-burning-turret madness. * cubes, a sphere, a funnel, and a light-bridge. * HDR lighting * Relaxation vault for when it all gets a bit much. See here for screenshots: http://steamcommunity.com/id/RufusThorne/screenshots/ I'm looking for some help with optimisation: The map is fully sealed, but suffers some jerkiness. Please take a look at the included VMF and let me know if there's anything I can do in terms of HINT brush placement, etc. Also any things that need changing. Item placement, number of cubes, etc. I'm also looking for fellow mappers to 'dirty up' the environment. Suggestions for fog, particle effects, etc as well as some basic help on these topics would be appreciated. Thank you

Currently Untitled
Old Aperture portal gun reskin
Uploaded by Dai otaku · May 23, 2011
9 comments · 5.0 (1)

A re Skin of the portal gun with the Old aperture portal gun!!!!

Old Aperture portal  gun reskin
Crushers Instance
Uploaded by Brits · May 23, 2011
2 comments · 5.0 (1)

For all the crusher lovers, here is an instance including two lovely crushers colliding together. You can control them and set the times between opened and closed positions. UPDATE 1: updated with func_instance_io_proxy for easier I/O. Replacable variables: $time_to_open <float> [default: 1.5] The amount of time that the crushers spend closed. $time_to_close <float> [default: 4] The amount of time that the crushers spend opened. If you see ??? in your func_istances properties, don't worry, these values do work as default. If the stop_crusher is triggered and the crushers are still moving, triggering the start_crusher won't do anything. You have to wait for the crushers to stop. This is my first instance, please report any bugs you find!

Crushers Instance
Two Chambers
Uploaded by emreovus33 · Aug 09, 2014
2 comments · 5.0 (1)

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

Two Chambers
Poor_Turrets
Uploaded by fou-rieux · Jul 31, 2014
3 comments · 5.0 (1)

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!

Poor_Turrets
TSL_AutoDoor
Uploaded by Teddybeer_TSL · Jun 05, 2012
4 comments · 5.0 (1)

This Autodoor Func_Instance as 4 optional Sises, extended with Windows, and 1 without winodws. UPDATE: New future build in, for Gameplay options: Lights On/Off IO_Proxy, and you can start in the dark. The Sises are : Only the door : 128x144x32 With Windows : 128x256x32, 128x384x32, 128x512x32 without Shoot Hole and 128x512x32 with Shoot Hole Read the document i included in the rar file for the paremeters and of settings and other explanations. Know Problem : Light indexing if you use my door and other light entities (not the Glass/Wall Lighting), but read the document i included. Issues: Non atm Fixed: - Lights by rotating the Func_Instace will be fail on 1 or both Window Sides its fixed as good as possible. If users still experians error on the lights please notify me. Requests: Door wide bringing to 128 instead of the 144 (by lpfreaky90) and will be looked in. (See the Topic for my Reaction) KEEP IN MIND TO REMOVE OLD FILES BEFORE YOU COPY THE NEW FILES! Regards Teddybeer

TSL_AutoDoor
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Custom Portal 2 Portal gun texture
Uploaded by Dai otaku · May 22, 2011
12 comments · 5.0 (1)

A red re skin of the portal gun for portal 2

Custom Portal 2 Portal gun texture