Anyway, I'm new to the world of Portal 2 mapping. Very new. I figured a good pastime would be to try to create some tests, but as I stated, I'm new to this. As such, I though to myself, "what would be good practice with the Portal 2 Authoring Tools? Something I can complete and be proud of, but have no urge to publicly release?" And over time, I had the idea to recreate a few chambers from Portal in Portal 2's style, and to recreate the destroyed and reconstructing chambers from Portal 2 in a clean style. Seeing as I know all of that's been done a thousand times over by twice as many people, I figures it would be something I can just have fun with.
But as the title suggests, I've built up a few questions that I could use answers for, if anyone could be so kind.
1: Is there any way to incorporate the Aperture Science High Energy Pellet Launcher & Catcher in Portal 2? Surprisingly I can't find much about it anywhere. I could swear I've seen one or two maps in the workshop with them.
2: Is there any better way to use GLaDOS's dialogue from Portal besides an ambient_generic? I find myself having to place several of these with the same names and audio files so that they can be heard throughout the whole room, as increasing the audible distance doesn't seem to do anything, and my ambient_generics are all already set to volume 10.
3: This one is kinda simple; How can I make GLaDOS talk upon destruction of vital testing apparatus?
4: In my searches through these boards for a myriad of problems I've previously solved, I've heard mention of both a test chamber sign maker and custom elevator instances that can actually have videos played in them. Could anyone link me to those please, and maybe tutorials on their usage?
5: I don't suppose there are any custom instances out there of observation rooms? Seems like most of the default ones have desks penetrating the walls, and if I try to realign them, everything else moves with them and I end up getting leaked props, or they're completely empty. Even though only noclippers would get to see the insides of them, and I'm not planning anything to be released, I still want everything to look as professional and detailed as possible.
6: Last thing, and this is more of a personal indecision; In recreating the Portal chambers, should I go for Portal's original atmosphere, with almost completely faithful terrain, mostly cold lighting and one or two reused textures, Portal 2's feeling which is less lonely, slightly warmer and more alive, or should I aim for a cross between the two?
Thanks in advance to anyone who can help with even one of these things. I'll also accept any other random tidbits of advice that you might wanna share with me. That's all, and I'm getting somewhat tired of trying to type professionally, so I'll stop here.

... 5mins... ))

