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[SP] Linking Annex - The Proposal Project
On Monday August 21 Gary Hudston Proposed to his girlfriend using this map. It is made by MissStabby and TophattWaffle. It's a project we worked on for about 6 weeks. Other maps we created were: MissStabby - Angrybombs Tophattwaffle - Reconstruction TO PLAY THE MAP: Put the VPK in the addons folder put the bik files in your media folder. open console and type: map la_bringing_together IMPORTANT: When loading the mod, portal 2 loads modified scripts, needed for the mod. If you want to play other maps or the campains, restart portal2 first!! here is some more info as well as a playthrough of the entire game: iXACx_gz8tM Credits: Chamber 1: TophattWaffle Chamber 2: MissStabby Chamber 3: MissStabby Animations: MissStabby Scripting: TophattWaffle HammerQA: TophattWaffle Voice: Ellen McLain Dialog writing: Gary Hudston Recording: VALVe have fun playing it! p.s. She said yes!
Flawol Overgrown Portal 1 Pack
Tired of the many basic attempts at creating an Overgrown version of the Portal 1 aesthetic? The Flawol Overgrown Portal 1 Pack (or FOP1P, pronounced 'fop-ip') has you covered! This pack aims to resolve this problem by faithfully remixing all the texture set of Portal 1 in the Portal 2 Overgrown style. This pack features:
27 textures, composing of every possible variant for the Concrete, Metal and Plastic texture sets all lovingly damaged faithful to their looks - and more!
Blend Materials for every possible floor variation! With both of Portal 2's dirt and moss blends being used!
Every P1 Test Chamber Model retextured and adapted with a remake of P2's Craquelure texture, creating an authentic Valve-style look to the models. (Pellet Models and Turret not included)
Credit is Required
Aperture Science Laser Test
This is map number 2 in my serie "Aperture Science Test" This one is a little bit short. But i hope the puzzle is just a little hard. You can request a solution if you need it. I learned a lot from making this map. Thats why it got so short. I used some different stuff in it.
RB-TAM update 23
RADELITES BEE 2 ADDON MOD What is Rb-tam? Rb-tam is a mod made to add many of the more unique testing elements you might have seen over the past few years in custom maps. From paint guns to portal detectors and many more amazing elements that I have found created by fellow users like yourself I have collected them and worked with many awesome mappers to give you a mod that lets you use their amazing items in your very own peti editor(with quite a few of my own items of course. How do you use this mod you might ask? Its very simple, all you do is install bee 2(it can be found on this website) Then download this and follow the embedded instructions Have fun, also thanks to all you awesome people who were kind enough to share your creations to be incorporated in this mod. When you create an AWESOME map with this mod make sure to copy this hashtag inside your description of your map #RB-TAM link to a collection of simple maps made with my mod for bee2http://steamcommunity.com/sharedfiles/filedetails/?id=202463960 -planned updates- While I cannot update items in the mod at this time I do plan to make a webpage for the mod and maybe add an eh little treasure hunt eheh. Also plan to create new icon for mod.
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BEE2 Addons
My collection of items for the BEE2. These items mainly are rearranged or special versions of existing items. Some help is available in the right-click info panel, but consult the Readme for full instructions. All non-logic items are fully styled for all the default styles. It is compatible with Radelite's addons, providing styled versions for the Ratman Style. This includes my Refurbished Style, a hybrid of Clean and 1950s style similar to the Coop Course 5. I also have a modified version of 1980s style, with a damaged Enrichment Sphere showing the surrounding Test Shaft. I now have an Overgrown Style, replicating the dilapidated Aperture seen in the first few levels of the singleplayer campaign. There is also a debug Unlocked style to allow adding or deleting the mandatory entry/exits and observation rooms. Be careful with this! Thanks to Skotty (High Energy Pellets, Bumbleballs and Catapult Cubes), Moth(Bumbleballs), SoundLogic(Catapult Cubes) and PortalCombat (Sphere Cannon) for creating the original versions of some items, which I have made PTI compatible and restyled. You'll need 7-zip to extract the archive. See the GitHub repository for WIP items, styles and changes. I don't advise using these files unless you are willing to have your maps break. Styles: - Refurbished Style - Overgrown Style - Open 1980s Style - Unlocked Clean Style items [spoiler]- Retractable Pedestal button - Worldportal Door - Diagonal Laser and High Energy Pellet launcher - Quarter wall - Dropper version of PortalCombat's Sphere Cannon - Antline Router - Antline Magnet - Angled Block - Music - Laser Music - Conveyor Belt - Large Faith Plate - Global Cube Dropper - Paint Cleaner - Double Grated Panel - Futbol - Ditch - Caged Turret - Caged Reflection Cube - Wheatley Monitor - Portalable Stair - Portalable Piston Platform - Turret Dropper - Toggleable Faith Plate - Static Panel - Static Piston Platform - Half/Half Wall - Coop Checkpoints - Recessed Fizzlers - Crusher Plates - Sideways Light Bridges - Shredders - Static Glass Panels - Half Panels - BumbleBalls - Catapult Cubes - Bomb Droppers - Rotating Faith Plates - Glass With Hole - Glass Doors - Slow Crushers - Piston Relays - SR Latches - Angled Light Bridge - Separation Coop Checkpoint - Cube Transmuters - Ceiling Lights - Autoportal Pistons - Timeout Portals - Clamped Cubes - Global Cube Triggers - Override - Neurotoxin - Chamberlock - Retractable Floor Button[/spoiler] Changelog [spoiler]* v45: - Fix hovering debris in Overgrown Entrance Elevator - Prevent ball lines from playing in Clean - Quiet - Fix Warm Lights in Clean Style - Make Clean Fizzler models animate correctly - Remove the old documentation from the archive * v44: - Brand new Portal 1 Style Coop entrances and exits, using lifts to transport players to and from the level. - New P1 Style Angled and Clear Panels that use pistons instead of robot arms. - Change: Caged Turrets will no longer have the grating explode, this should make it less likely the turret will not be able to shoot through the grating. - New Caged Turret model. - Fixed Overgrown Quiet Style. - Retractable Pedestal Buttons use the correct Overgrown instances instead of Art Therapy ones. (Typo!) - Fixed crash in P1 Coop if cubes are present in the map. - Clean Style Fizzlers should now retract properly if they didn't before. - Black texture added behind fizzler, so they look nicer on white walls. * v43: - Improved Overgrown style observation rooms, the sound should be quieter and the flickering can be completely disabled by turning off "start enabled" in the large observation room. - The overgrown style elevator screens are less random, they match Cave's PTI dialogue (If you heard them all, the video screens will be random). - Overgrown Turrets are twitchy now. - Changed style of Refurbished lights. - Fixed bug with Overgrown track platform rails. * v42: - Fixed Overgrown reflection cube packing. - Fixed floating cubes on Overgrown piston platforms. - Added custom model for P1 styled storage cubes, companion cubes, spheres, pedestal buttons and laserfields. - New custom Overgrown style glass. - Better P1 style crusher, piston platform and buttons. - Custom indicator lights for P1 style, to make them appear smaller. * v41: - All Valve+BEE1+HMW items finished for Overgrown Style. - Coop exits done. * v40: - Added first version of Overgrown Style, featuring a heavily damaged Aperture overgrown with plants. This is not finished, some items remain clean styled, and Coop exit corridors haven't been styled yet. - A quote list has been added to describe how the extra quotes in the various styles are picked. - Neurotoxin vents have been modified to be cheaper; the activation radius is now only visible in the editor. - Neurotoxin will permanently shut off when players get inside the exit door. - Added update checker to the readme. When the next update is released, the readme will show a message (only when actually open). * v39: - Added files for some checkpoint instances. - Adjusted lighting in P1 Style Checkpoint, and changed droppers to use P1 style versions (both checkpoints). - Added the second door for P1 Style Chamberlocks (Whoops.) - Checkpoints will not close their front door if an object is placed between it and the fizzler. - Players will slide off of the camera in Refurbished Small Observation Rooms. (Prevents cheating puzzles). - Changed something with Companion Cubes[/spoiler] Earlier changelogs
[Coop] Colours Co-Op : : Map 5
Available on the Steam Workshop here: http://steamcommunity.com/sharedfiles/f ... =186152648 The Theme Is Purple. This is the grand finale. Sorry for the long wait, was working on releasing a game on Steam for the last 2 years. Now that that's over I finally took the time to finish this. Enjoy!
Flawol Overgrown Portal 1 Pack
Tired of the many basic attempts at creating an Overgrown version of the Portal 1 aesthetic? The Flawol Overgrown Portal 1 Pack (or FOP1P, pronounced 'fop-ip') has you covered! This pack aims to resolve this problem by faithfully remixing all the texture set of Portal 1 in the Portal 2 Overgrown style. This pack features:
27 textures, composing of every possible variant for the Concrete, Metal and Plastic texture sets all lovingly damaged faithful to their looks - and more!
Blend Materials for every possible floor variation! With both of Portal 2's dirt and moss blends being used!
Every P1 Test Chamber Model retextured and adapted with a remake of P2's Craquelure texture, creating an authentic Valve-style look to the models. (Pellet Models and Turret not included)
Credit is Required
Time 2 cooperate - Part 1
Description: This is my first map of my collection "Time 2 Cooperate". I decided to refresh my map with new textures. It consists now of two small rooms. The first room is easy to solve, the second room is a little bit harder. A good beginning for cooperative gameplay! Steam workshop: http://steamcommunity.com/sharedfiles/f ... =288305603 Bug reporting: If you find bugs, please report them. Skills: Difficulty: 7/10 - medium/hard Duration: expert: less than 15 minutes advanced: 15 <= minutes <= 30 beginner: more than 30 minutes ___ I hope you enjoy this map and have a lot of fun
[Coop] Space Gardens
The "Space Gardens" mappack takes place on the moon in the facility known as Creative Futures Space Gardens (CFSG). Activated by SIMBALD, you'll play as the robots with the task of activating the facility's main water pumps. 6 challenging test chambers, new test elements and plants await you on the moon! To install and play: 1. Extract everything from portal2 folder to your Portal 2 folder (Steam/steamapps/common/portal 2/portal 2). 2. Be sure that your co-op partner extracted everything too. 3. Type "snd_updateaudiocache" into the console and press Enter 4. Start a co-op game. 5. Type "changelevel mp_coop_cf_space_gardens" into the console and press Enter 6. Enjoy the game! ------- Change log: 1.1 Added easter egg to lobby Both players should hear songs now Edited something in chamber 2 Fixed panel bug in chamber 4 Added overlays to chamber 4 Fixed unintended solution in chamber 5 Various bug fixes 1.2 Fixed some unintended solutions in the last map Removed player clip from stairs (enjoy falling down!) Added music to 4th chamber 4th chamber now has 2 separate buttons (thanks Insomnautik!) Various bug fixes / changes in design ------- Special thanks to: Gig - betatesting, puzzle design Strnadik - textures warnightify - ideas chickenmobile - scripts, awesome lobby That Greek Guy - betatesting Pitkakorva - help geoffegg - speech and many others! Don't forget to rate this mappack and write your opinions to map's thread after you finish the game!
Capture the Cube
Welcome to my map "Capture The Cube". Description: This map is a mix of non-cooperation and "Capture The Flag". Both player are playing against each other. Each player has a cube, his/hers "treasure", to protect it against his/her opponent. The player who scores three points, could(!) be the winner of the game. Steam workshop: http://steamcommunity.com/sharedfiles/f ... =470131365 Game rules: - Each player has three buttons which are available every 30 seconds. Each button activates a special event for five seconds. These are laser walls, deactivating catapult and spawning a super turret. Once any button is pressed the other buttons will be locked until the timer runs out for the next 30 seconds. - Each player also can spawn two separated turrets to try to stop his/her opponent. If you lose a turret, then the other turret is also destroyed. Both turrets of a player will also be destroyed if you press the third special button to spawn the super turret. - After scoring a goal each created turret and portal are removed. The captured cube is also going to be restored. - If a player picks up the opponent's cube, then this player has to get a goal within one minute. If the player misses it, then both cubes will be restored at their spawn locations. - After getting three points and pressing the special button the winner is teleported to a control station and the loser is teleported to the losing area. The winner can then choose which faith the loser will get. ^^ Bug reporting: If you find any bugs, please report it. ___ Finally, I hope you enjoy the map and have a lot of fun.