Ben and August’s Extended Editor (BEEMOD) & BEE2
BenVlodgi wrote:
Hey PTI puzzle makers
The BEE2 interface is nearly done, now I'm going to be focusing on creating new items.
Here is a list of planned Items:
*New Dropper containing *-Catapult Cube *-BumbleBall *-Working Turret *-Broken Turret *-Boxed Turret *Bomb Dispenser *Upgrade Portal gun item *Sendificator *Laser Fizzler *Vactubes for transportation of Gels, Cubes, and Player *Wheatley Monitor *Security Cameras *Wide Catapult *Portalable Piston *Coop Checkpoints *Spinny Blade Hazard *Voxel Sized Crushersmake suggestions either here, or in the Portal 2 Discussion
Ben, you should add the modified fizzler fields to bee2
https://developer.valvesoftware.com/wiki/Modified_Fizzler_Fields
Also, for Ben, Manic Mechanic and Try Anything Twice are maps made by HMW for Portal 1 and they are stuffed with custom content you might want to port and add.
yishbarr wrote:
The green world portal is too confusing for PTI. I at first didn't like the idea of making beemod maps instead of hammer but the new beemod features convinced me to install it for maps that are not too big. I still think hammer is better because of the better IO systems and style mod maps randomize wall textures every 128 units and the design off the maps aren't exactly what it is supposed to be because your puzzle has to be in a closed structure. I'm also going to use custom content in hammer, but the original HEP instances are probably more flexible.Also, for Ben, Manic Mechanic and Try Anything Twice are maps made by HMW for Portal 1 and they are stuffed with custom content you might want to port and add.
I agree, you should not use the PTI for mapping ever. its only function is for trying new puzzle ideas.
I personally have never used any of the BEEMOD features, but this is because I can personally make a map in hammer faster and better. I realize this is not the case for new level designers, which is why I made more items for the PTI... this was to expand puzzle opportunities.
yishbarr wrote:
On an unrelated topic, it seems like the Back stock website is down.
yes, it has been for a little more than a week now. We're changing hosts, which ended up being a large hassle with our extension being .com (my webmaster is from the UK). it was a weird ordeal, the site should be back up in a couple days
And for the new mechanics made by HMW I mentioned before, they include:
- Sensitive bomb cube
- Plug in buttons (to powerpoints connected to the object it's supposed to activate)
- Coloured lasers and their filters
- Speed up path
- Push pistons (through a portal)
- Simulation puzzles (probably not possible in PTI).
But I think porting them requires permission from HMW.
If not, how can I go about uninstalling beemod?
decays wrote:
After installing beemod, I've lost items previously available in the editor such as the speed gel. Is there a way to "get these back"?If not, how can I go about uninstalling beemod?
Just add the cleansing gel and right click it, select "speed" in the gel type drop down menu.
Apologies, but the page you requested could not be found. Perhaps searching will help.
Help?
jcdwalle wrote:
The download website is down. It says this:
Apologies, but the page you requested could not be found. Perhaps searching will help.
Help?
There's a link on the Steam discussion for BEE. The Backstock website is transferring hosting servers.
The light coming through the windows and other sources becomes very pixelated with this mod, and the gridlines directly below the large observance window are visible as black shadows.
When I tried linking two press buttons to a "AND" game and then the exit door, I could still hear a ticking sound, even when I have the timers for both buttons set to infinite.
I hope this mod doesn't tinker with the rate at which Cave Johnson speaks to the player or what the monitors that display in the start/end level elevators show (I keep getting emancipation grill demos with no voices when I play any maps)
Also, unless you already did, I don't get why some maps created with this mod don't require the mod to be downloaded, but some others do. For the lesser ones that don't use much of the mod, the puzzle should not load with the "needs BEE mod" error. That's something that's been worrying me since I first downloaded the mod.
Validate the game files to get everything back to normal. This will always work, no matter what mods you installed.
Nothing extra needs to be downloaded if the map only uses resources included in Portal 2 itself. Vactubes, for example, aren't used in testchambers, but they're still included in Portal 2 for the final boss battle and the scene after the neurotoxin generator.
But if you use something like a high-energy pellet launcher, which doesn't exist in Portal 2, extra files are needed to tell the game how to show that.
v13_core wrote:
What`s the state of the project? Is that still developing?
I'm working on the BEE2