• How to create Portal 2 maps
    3,501 replies, posted
How do you set up so a door opens when you get near it? I used to know how to do this in TF2, but I forgot [editline]17th May 2011[/editline] [QUOTE=Artyom;29897988]Thanks![/QUOTE] I meant keyword, by the way :X
[QUOTE=Darkomni;29896875]Sup guys, melodyne is a pretty cool program. [media]http://soundcloud.com/sndrec/cant-swim[/media] [media]http://soundcloud.com/sndrec/non-escher-chambers[/media] Unfortunately, I don't have the greatest voice. If I can find someone who sounds something like Ellen Mclain, then fuck yeah, we can have custom voices for our custom levels. But until then, we have nasally GLaDOS. :frown:[/QUOTE] You know, that's not half bad! I wouldn't mind it if you set up that GLaDOS was replaced by another personality core, much better then the other custom voice acting so far.
Also how do I stop myself spawning with Potatos, I know it's part of one of the instances but I don't know which one.
How are people getting these Test chamber style small signs (The ones with the chamber number and stuff) that say custom stuff? Edit: Nevermind they are just textures
How do you change the video panels in the elevator chamber?
I had spent 2 days working on this map; it is my very first map. I thought it was pretty good, but it's very messy and I feel like I'm doing something in wrong in comparison to everyone else's chambers-- mine just seems so different. Oh well. [media]http://www.youtube.com/watch?v=YsUZub4mcoA&feature=youtu.be[/media]
[QUOTE=Sweet_Water;29901224]I had spent 2 days working on this map; it is my very first map. I thought it was pretty good, but it's very messy and I feel like I'm doing something in wrong in comparison to everyone else's chambers-- mine just seems so different. Oh well. [media]http://www.youtube.com/watch?v=YsUZub4mcoA&feature=youtu.be[/media][/QUOTE] Why is the apartment room in a modular test chamber environment? [editline]18th May 2011[/editline] Dream sequence?
[media]http://www.youtube.com/watch?v=YlxekMqGt4Y[/media] Part 2 of the battle. Although the part where you [sp]throw the sphere at her[/sp] will probably be remade to be much harder. It's also supposed to spawn an explosion inside of it so it looks like it does damage, but oddly it didn't work..(lolspoilerfail)
[QUOTE=J4censolo;29893542]Isn't this already in the game, only [sp]redesigned in Chapter 8 as a test by Wheatley, so it doesn't look overgrown?[/sp] I'm pretty sure that's the case and if it is you could just decompile it and with some proper care recreate the overgrown style.[/QUOTE] Don't decompile maps and recompile them, it breaks brushwork. Or go ahead if you think you know anything about mapping and watch it break.
Does anyone know how to have moving portals that render correctly and dont disappear? [editline]18th May 2011[/editline] also what is the func/entity for world portals?
[QUOTE=bigbadrick;29902972]Does anyone know how to have moving portals that render correctly and dont disappear? [editline]18th May 2011[/editline] also what is the func/entity for world portals?[/QUOTE] sv_allow_mobile_portals 1
Here's the almost-impossible-to-notice-field I made: [media]http://www.youtube.com/watch?v=IcZWSzAzbN8&feature=channel_video_title[/media] I'll probably work on a few puzzles today. PS: I'm gonna make the field more noticeable.
Got bored so decided to mess with Audacity abit. Edit :Bah how do I embed sound cloud shit on here.
So the paint wont appear on my tiles. What am I doing wrong?
[QUOTE=Joppari;29906245]So the paint wont appear on my tiles. What am I doing wrong?[/QUOTE] Map properties -> enable "allow paint" to enable it, seen as the gel shader only loads if it's enabled, because it's expensive.
[media]http://soundcloud.com/adam_stead/just-a-test-thing/[/media] Finally worked lawl. Just a test I was just messing around meh. Edit : Oh god.. [media]http://soundcloud.com/adam_stead/why-hello-there-test-1[/media]
Working on my first map that will actually be released, woo!
[media]http://soundcloud.com/adam_stead/space-test-2[/media] im having fun ;3
For some reason I imagined the ratman saying that.
[QUOTE=Stimich;29904931]Here's the almost-impossible-to-notice-field I made: [media]http://www.youtube.com/watch?v=IcZWSzAzbN8&feature=channel_video_title[/media] I'll probably work on a few puzzles today. PS: I'm gonna make the field more noticeable.[/QUOTE] you should add in the particle time scale as well if it's possable to slow that down in select spots.
[QUOTE=turk645;29906982]you should add in the particle time scale as well if it's possable to slow that down in select spots.[/QUOTE] There's a particle timescale? What's the command?
[QUOTE=Stimich;29904931]Here's the almost-impossible-to-notice-field I made: [media]http://www.youtube.com/watch?v=IcZWSzAzbN8&feature=channel_video_title[/media] I'll probably work on a few puzzles today. PS: I'm gonna make the field more noticeable.[/QUOTE] What command are you using to alter the playerspeed? "sv_speed_normal" doesn't work for me.
[QUOTE=ljdp;29907860]What command are you using to alter the playerspeed? "sv_speed_normal" doesn't work for me.[/QUOTE] I use an entity called player_speedmod
[QUOTE=Stimich;29908079]I use an entity called player_speedmod[/QUOTE] Huh, you learn a new entity everyday.
I wanna make a real challenging room, but i dont know where to begin...
I'd suggest you draw some concepts of a map before doing anything, it could really carry you on.
V2 of my map Download: [url]http://myaperturelabs.com/file.php?id=626[/url] [img_thumb]http://i929.photobucket.com/albums/ad134/peas_photo/relinquish_test_v20000.jpg[/img_thumb] [img_thumb]http://i929.photobucket.com/albums/ad134/peas_photo/relinquish_test_v20005.jpg[/img_thumb] [img_thumb]http://i929.photobucket.com/albums/ad134/peas_photo/relinquish_test_v20003.jpg[/img_thumb] [img_thumb]http://i929.photobucket.com/albums/ad134/peas_photo/relinquish_test_v20002.jpg[/img_thumb] [img_thumb]http://i929.photobucket.com/albums/ad134/peas_photo/relinquish_test_v20001.jpg[/img_thumb]
Use media tags.
[QUOTE=Zovox;29908488]I wanna make a real challenging room, but i dont know where to begin...[/QUOTE] yes, design something on paper first. list out the features you want in your map, then find ways to force progression through your map. like put turrets near the goal, but make the only way to eliminate them a excursion funnel or something. then make the excursion funnel hard to get pointed at them. require a cube to hold a button down while you float around to aim the portal in the right place, put a timer on the funnel, maybe. the puzzles in Portal are very logical; if you design them with a logical process, they'll be easier to create, i think. Ever played through a dungeon in Zelda? The whole goal is to a) acquire a new weapon then b) defeat a boss with it. You cover EVERY room (more or less) accomplishing those two simple goals. "The west door is locked and I need to go in there, so I go to east room to unlock it. in east room the required door is locked, I need to defeat all monsters so a chest appears." Like that. Pick a start point, pick an end point, then keep throwing easily solvable obstacles in the way. TEST the crap out of them so there's only one or two ways to solve it. Make the player run over here to do then, then come back carrying a cube that is required to solve the next piece of the puzzle. The best puzzles have many steps, IMO.
I can't get it work :-/
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