ThinkingWithPortals
Archive of maps from the ThinkingWithPortals community.
Detachable Camera Example + VMF
Example map for creating a falling camera. This is a tutorial map for making a detachable camera as seen in the single player game of Portal. Source VMF is included.
Box Dropper Tutorial
Map for Box Dropper Tutorial This map includes a box dropper, a player start and a fizzler, all of which integrate as an example for the Box Dropper Tutorial
Moving Platform Tutorial
Moving Platform Tutorial with other entity example This Map has working or somewhat working examples of the following portal mechainisms: 1x moving Platform 1x Ball Launcher / Catcher 3x Cube Dispensers 3x Button / Door Combo's 3 or 4 Fizzlers (Particle Effect from elevator top to elevator shaft top isn't in there) 1x Entrance Elevator (Fade in is broken) 1x Transfer Elevator 1x Exit Elevator
Common Prefabs for Portal (CP4P) version 1
Useful, &i-able, and documented prefabs for Portal From the included documentation: CP4P - Common Prefabs for Portal Version 1 - Released Jan 05, 2008 =====WHAT IS CP4P?===== CP4P is a set of prefabs intended for creating common gameplay elements in Portal. All of the prefabs are designed with the following in mind: Easy alignment to the grid (when feasible) No excess baggage. CP4P prefabs do not have remnants of connections to other entities, nor do they have brushes that are part of the level they were taken from. Consistent naming scheme designed to not conflict with other entities not related to CP4P All prefabs are documented. Prefab origin "makes sense". For instance, A big button will be centered on the x/y plane and resides entirely on or above it's origin in the z plane. Thus, it can be placed at the same height as the floor and appear in the appropriate location. Most named entities use a naming scheme that is: * Instance-able. Most named entities use &i somewhere in their name so multiple copies can coexist. Exceptions may exist for entities that should only need to exist once per map, or where multiple entities with the same name is acceptable. * Named to not conflict with existing entities. All entity names begin with "CP4P_" (and expect similiar) * Work with wildcards in such a way where additional components of a prefab will not inadvertently be affected as well. Prefabs try to designate a minimal set of entities for communication with 'the outside world'. For instance, a multipart door only requires a single set of inputs (one to open and one to close) to a single connection point, rather than having to instruct each side of the door to open/close individually. =====WHAT DOES CP4P INCLUDE?===== Since version 1: Ball Catcher Ball Launcher Big Button Common CP4P Dependencies Doorstate Indicator Round Door Round Door (wide) Slime Switch (Simple) Switch (Timed Refreshable) Switch (Timed) Switch (Toggle) Weighted Companion Cube Weighted Companion Cube Dropper Weighted Storage Cube Weighted Storage Cube Dropper =====INSTALLATION INSTRUCTIONS===== 1. Copy the CP4P folder into your Steam prefabs folder, located at: STEAMINSTALLDIR\SteamApps\USERNAME\sourcesdk\bin\orangebox\bin\prefabs (example: C:\Program Files\Steam\SteamApps\johndoe\sourcesdk\bin\orangebox\bin\prefabs) If you want to look at sample maps (currently only one), copy them from the "samples" folder to the Hammer maps folder, located at: STEAMINSTALLDIR\SteamApps\USERNAME\sourcesdk_content\portal\mapsrc (example: C:\Program Files\Steam\SteamApps\johndoe\sourcesdk_content\portal\mapsrc) If you want to play the sample map in-game, compile it normally in Hammer. (The .BSP is not included to save space.) It is assumed that as a mapmaker you are familiar with how to actually get from editing a map to playing it in-game.
Test_chamber_47_adv
This is a BETA of maybe a coming portal map Test_chamber_47_adv This is the new portal map I'm wokring with right now, this is only 3 rooms so far. Why this name have a "adv" after it is that this is the advanced part of this map. Question: Do you want to play more on this map? Contact: Email - [email protected] INStALL. Extract the Test_chamber_47_adv into to your Portal directory. C:\Program Files\Steam\steamapps\\portal\portal\Maps Load up Portal, and type in "map test_chamber_47_adv" in your console.. If you have encountered any bugs or want to give feedback, feel free to send an e-mail. Have Fun! //Marty
My first ever map
Very rubbish, I'm just putting it up for testing. This is very rubbish, I am just testing some props and prefabs. They work. :)
Poison Water Example + VMF
Example map for creating a falling camera. 3 years in the making! This is a tutorial map for making a detachable camera as seen in the single player game of Portal. Source VMF is included.
Aldez's Portal Prefabs
My collection of 51 documented prefabs. DESCRIPTION This is a collection of 51 documented prefabs to make your map creation for Portal easier. The beginners of mapping can learn from these prefabs while the experienced can use them to speed up the mapping process. I cannot test all prefabs under all conditions myself, so bug reports are welcome. If you miss something, please send your requests by e-mail or, preferably, by posting in the forums at FPSBanana or ThinkingWithPortals. INSTALLATION Extract the files in the Prefab folder to the prefab folder of the Orange Box version of Source SDK: ...\Steam\steamapps\your Steam account name\sourcesdk\bin\orangebox\bin\prefabs\Portal DOCUMENTATION HTML documentation for all prefabs. Extract the Documentation folder and open the "APP documentation" file. CHANGELOG --- VERSION 1.1.1 --- New prefabs Updated prefabs - observation_64w - observation_128w Updated descriptions Other changes --- VERSION 1.1.0 --- New prefabs - door_vertical Updated prefabs - dropper - window_128w - common_entities - elevator_exit - sign_chamber - portalgun_rotating - grate_128w_128h - window_128w Updated descriptions - dropper - camera_detachable - common_entities Other changes - Minor update to the General instructions page. - Added a tutorial which can guide you to make your own chamber sign texture. - The list of all prefabs now scales down to fit smaller window sizes. - The documentation has a new look. - Added new links on the start page to Crafty and VTFEdit at Nem's Tools. - Made the pages printer friendly. --- VERSION 1.0.2 --- New prefabs - camera_detachable Updated prefabs - cleanser_384w - dropper - door_16d - door_32d Updated descriptions - portalgun_rotating - door_16d - door_32d - catcher_caged - catcher_ceiling - catcher floor - catcher_wall Other changes - Updated the pictures for cleanser_384w and dropper. - Added a crib sheet - Added a link to the wiki at TWP - Added a page with thumbnails of all prefabs. - Removed the origin information for all prefabs. --- VERSION 1.0.1 --- New Prefabs Updated prefabs - elevator_entry - lightrail_beam_256w - common_entities - cleanser_384w Updated descriptions - elevator_entry - switch_timer - lightrail_beam_256w - common_entities - sign_chamber Other changes - Updated the picture for lightrail_beam_256w --- VERSION 1.0.0 --- New prefabs - lightrail_beam - common_entites - sign_chamber Updated prefabs - elevator_entry - elevator_exit Updated descriptions - elevator_entry - elevator_exit - switch_timer - General instructions - Start page - platform_wall_128w - platform_wall_corner Other changes - The Texture lock information has been removed from the documentation. It was superfluous and insufficient. --- VERSION beta 2 --- New prefabs - sign_exit_horizontal - portalgun_rotating - sign_exit_vertical - sign_indicator - switch - switch_timer - turret_caged - window_128w - window_breakable_384w Updated prefabs - launcher_rotating Updated descriptions - elevator_entry Other changes
Better Portals, Portalgun, and Crosshair!
I take no credit for making these files. CREDITS: http://gamebanana.com/portal/skins/96881 --Portalgun Portal: Project Beta (for the crosshairs and scripts) http://gamebanana.com/portal/skins/34365 --Portals Place the models, materials, and scripts folders into: C:\Program Files\Steam\Steamapps\<
TNT Turrets
Turret explosive Custom Instance Install: Replace the file "turret.vmf" in your "...Steam\steamapps\common\portal 2\sdk_content\maps\instances\p2editor" Now all your new maps published in Puzzle Editor will have the original turrets replaced by explosive turrets. Existing maps must be republished to incorporate the new elements. Samples: http://steamcommunity.com/workshop/file ... =104763076