Portal 2
Elevator Videos Fixed - Brainstones Hardcoded Instances v1.1
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)
TSL_AutoDoor
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
Cubism
Atlas and P-Body find themselves plunged into yet another one of GLaDOS' devious tests. After getting their bearings, they notice a lack of the nagging comments and cruel jokes that they had gotten used to. Unperturbed, they make their way to the starting area, but something doesn't feel quite right... Hey guys, this is my first Portal 2 map. I discovered hammer roughly two weeks ago, and this is the first thing that came to my mind! Please leave some comments and constructive criticism, and let me know if you find any bugs or cheats! Huge thanks to everyone who walked my through how to use hammer, and to the people who helped me test my map before I released it. Very special thanks to Max G. (HammerHead) for helping me a considerable amount with the map. The frames on the glass, the cages around the buttons, and a bunch of the textures are entirely thanks to him. Sorry for not mentioning it earlier! READ THE README FILE, IT IS IMPORTANT! v1.3~~ Removed some cheats. Read patch notes in the README to find out more. v1.2~~ Minor bug fixes, and removed some cheats. Read patch notes in the README to find out more v1.1~~ Map-breaking bug has been solved, read patch notes in the README to find out more
Abandon Chambers COOP Pack
UPDATE: Finally on the workshop - http://steamcommunity.com/sharedfiles/f ... =341008938 With everyone now testing in other dimensions and GlaDOS occupied with her new little killers Atlas and P-body were getting pretty bored so they decided to wondered off into the unknown and ended up stumbling across the abandoned chambers... 5 parts so far, all focusing around use of funnels with either paint or fling mechanics added into the mix. Many thanks and happy testing!
Singing Companion Cube!
One big problem with the PTI - the companion cube DOES NOT SING! This mod fixes that. Just install it in [portal 2]/sdk_content/maps/instances/p2editor and you're good to go!
Quad
A "simple" underground map requiring you and your partner to travel to all four areas to proceed. Update 1.5 -made physical changes to prevent exploits and alternative solutions -reduced blob spread angle of the white gel from 5 to 2.5 -created "indicator lights" for the exit door Screenshots: http://i1026.photobucket.com/albums/y32 ... _b0001.jpg http://i1026.photobucket.com/albums/y32 ... _b0002.jpg http://i1026.photobucket.com/albums/y32 ... _b0003.jpg http://i1026.photobucket.com/albums/y32 ... _b0004.jpg http://i1026.photobucket.com/albums/y32 ... _b0005.jpg http://i1026.photobucket.com/albums/y32 ... _b0000.jpg
Chander Test 9 (Orientation)
Not to say that this is a hard map. But I enjoyed working on it. Good luck!
Test Element - Animal King
This test element, for Hammer or the Editor, will throw bombs if it sees you. It needs to be activated by something to start. This also includes breakable walls for the Editor, which the bombs will shatter. Enjoy!
Secondary Fire: Flings
The first of a set of maps I call "Secondary Fire". The reason for it being called secondary fire is that the player can only use the Orange Portal. This test chamber includes the use of flinging, Hard Light Bridges a little bit of timing and Force Deflection Fields. Overall the map isn't very difficult but it will require the player to go back and forth a lot. Thanks to FourthReaper for the Force Deflection Field texture. UPDATE I believe I have fixed the problem with the Dual Portal Device. What I think happened is that the player would "miss" the trigger_weaponstrip placed at the base of the elevator so I moved that trigger and the Portal Device up a bit.
TSL Dropper AnnyCube v1.4 (FIXED)
This are 2 droppers, a new one and a wrecked one, who can drop anny cube you choice, used with the "func_instance" This Rar file contains also an explanation/installation html, and a document that explains the settings you have to set in the func_instance If someone made this kind of droppers already, i make my appolegies to you now, becouse i did not know. NOTE: FOR thus who have Downloaded the v1.3, please update your files with this one, and recompile your maps that are using the v1.3. Regards Teddybeer Fixed: Cube that did not drop when you shoot first a portal and dropping the cube with a Button Trigger.