• How to create Portal 2 maps
    3,501 replies, posted
[img]http://dl.dropbox.com/u/25867270/2011-05-20_00002.jpg[/img] [url]http://dl.dropbox.com/u/25867270/barron_01_standalone.bsp[/url] Only one episode for now so the end of the map is a joke.
[QUOTE=turk645;29957941][URL="http://imageshack.us/photo/my-images/24/mpcooplobby20001.jpg/"][img_thumb]http://img24.imageshack.us/img24/1782/mpcooplobby20001.th.jpg[/img_thumb][/URL] What is wrong with this picture :P[/QUOTE] No anti aliasing.
[URL=http://imageshack.us/photo/my-images/715/mpcooplobby20001.jpg/][IMG]http://img715.imageshack.us/img715/1782/mpcooplobby20001.jpg[/IMG][/URL] Yeah, a custom hub should be fairly easy to pull off
[QUOTE=bigbadrick;29962512][img_thumb]http://dl.dropbox.com/u/25867270/2011-05-20_00002.jpg[/img_thumb] [url]http://dl.dropbox.com/u/25867270/barron_01_standalone.bsp[/url] Only one episode for now so the end of the map is a joke.[/QUOTE] that felt like a well thought out design, required some thinking but wasn't frustratingly hard. nicely done.
[QUOTE=Paulendy;29962627]No anti aliasing.[/QUOTE] So what
[QUOTE=bigbadrick;29962512][img]http://dl.dropbox.com/u/25867270/2011-05-20_00002.jpg[/img] [url]http://dl.dropbox.com/u/25867270/barron_01_standalone.bsp[/url] Only one episode for now so the end of the map is a joke.[/QUOTE] 707
I'm trying to create a lift that goes back down when the player falls off, but can't get it to rise in the first place. What do.
[QUOTE=AntorkaDelta;29964285]I'm trying to create a lift that goes back down when the player falls off, but can't get it to rise in the first place. What do.[/QUOTE] Parent the lift to a small func_tracktrain brush with the texture "Nodraw". Then make path_tracks centered on the lift. The lift should be a prop_dynamic, by the way. Center both the path_track and func_tracktrain on the center of the lift. Make sure you parent the lift to the func_tracktrain. Make sure there is a path_track right where the func_tracktrain starts so that it doesn't start in the air. For the func_tracktrain, make sure you set the First Stop Target to the first path_track. Now, make a trigger brush on the lift and make sure it is parented to the lift. Make it do the following: "OnStartTouch -> func_tracktrain > Start OnEndTouch -> func_tracktrain -> startbackwards" That should do it, just make sure the second path_track is at the top, and the first path track has the next stop target set to the second one.
[img]http://img823.imageshack.us/img823/9717/thumbnailtimecontrol.jpg[/img] I've made a demo of the map. Video: [media]http://www.youtube.com/watch?v=dQfKnnwZBR4[/media] Download: [url]http://www.mediafire.com/?7xm0x22bnqb4ccv[/url]
I have a func_instance of a gel sprayer. Now how do I make it on with a trigger?
I love -hijack so much.
[QUOTE=Jimbomcb;29967551]I love -hijack so much.[/QUOTE] What does it do?
If you add -hijack to the additional launch parameters and compile your map with "don't run the game after compiling" unchecked then it will automatically load your map ingame if you have it running, instead of trying to launch a new copy. Saves you having to go load it from the console each time.
What's a good sound for panels opening and closing?
[QUOTE=Jimbomcb;29968289]If you add -hijack to the additional launch parameters and compile your map with "don't run the game after compiling" unchecked then it will automatically load your map ingame if you have it running, instead of trying to launch a new copy. Saves you having to go load it from the console each time.[/QUOTE] Oh! That is a great parameter!
My gfcscape had stopped reading .vpk files properly. It worked a few weeks ago when I got the music from portal2, and I just tried reinstalling it but that didn't help.
Here is my map, it's a Cave Johnson Style map. [url]http://myaperturelabs.com/file.php?id=600[/url] Video (spoilers) [media]http://www.youtube.com/watch?v=cxmjBjmMZR4[/media]
How do I set up portals to spawn by themselves, and make the emitters change skin when triggered. Because the wikis are literally useless in this regard.
[QUOTE=green bandit;29969529]Here is my map, it's a Cave Johnson Style map. [url]http://myaperturelabs.com/file.php?id=600[/url] Video (spoilers) [media]http://www.youtube.com/watch?v=cxmjBjmMZR4[/media][/QUOTE] just an FYI, the turrets in the old chambers look like defective turrets. They don't have casings.
[QUOTE=Sleepin' Steve;29968482]What's a good sound for panels opening and closing?[/QUOTE] The sounds for the panels movement play automatically when they move.
[QUOTE=Conro101;29970348]just an FYI, the turrets in the old chambers look like defective turrets. They don't have casings.[/QUOTE] I know. Shiny new turrets on the old Aperture test labs would not make much sense.
Is there anyway to preserve momentum while teleporting? I assume it's possible because thats basically what portals do
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