Please or Register to create posts and topics.

Portal 2 Level Design @ VDC

PreviousPage 2 of 2

It's already on there:

Quote:
To control the flow of an excursion funnel, change the LinearForce keyvalue of the prop_tractor_beam. You can do this via the input SetLinearForce. LinearForce determines how much force is applied to objects in the funnel. A negative value will reverse the flow. Two good values are 250 and -250 for forward and backward flow, respectively.

Oh so just setting a negative value will make it orange? Neat.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
msleeper wrote:
Oh so just setting a negative value will make it orange? Neat.

Yeah I noticed they've made a lot of the mechanics a lot simpler for Portal 2.

For instance in Portal (and forgive me, it's been a while since I mapped for Portal), you need about 7 entities for a floor button!

static prop for the button base
dynamic prop for the button
func door for button movement
trigger for player
trigger for boxes
filter for box trigger
ambient generic for button sound

In Portal 2, it's a single entity and they've done that with a lot of the other sutff as well. It's going to make mapping a lot less tedious, I reckon.

On one hand that kind of sucks since you can't "customize" the elements, but I get the reason and you're right, it will make mapping a lot easier/faster.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
msleeper wrote:
On one hand that kind of sucks since you can't "customize" the elements, but I get the reason and you're right, it will make mapping a lot easier/faster.

Well you can use the old method by making a dynamic prop that uses the same world model as the custom entity but the point is you're rarely going to deviate from the original so why not have it all set up as one component?

Well with Portal 1, I had part of a map I was making that all of the buttons were missing their tops. And in addition to finding/using boxes, you had to find the button tops as well. So I can't do something like that this go around, it seems.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

Well you could if you included the model from portal 1 or made your own model

I've made some minor edits to a few of the pages, nothing mind blowing but just trying to keep things consistent. Nacimota, keep up the good work expanding pages and making tutorial maps!

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
PreviousPage 2 of 2