• How to create Portal 2 maps
    3,501 replies, posted
How do I make it so an arial faith plate launches cubes up into the air? I've made a faith plate under a dropper, and the plate launches the player into the air, but the cube just bounces off it. What am I doing wrong? :ohdear:
[QUOTE=Smasher 006;29928793]You haven't built the cubemaps and there are un-aligned textures everywhere.[/QUOTE] Thanks for reply. How to do that. Place cubemaps and tie to them the brushes?
[QUOTE=evlbzltyr;29929070]How do I make it so an arial faith plate launches cubes up into the air? I've made a faith plate under a dropper, and the plate launches the player into the air, but the cube just bounces off it. What am I doing wrong? :ohdear:[/QUOTE] Have you checked in the flags?
[QUOTE=Quq;29923987]why is the player on the floor[/QUOTE] Because the part of the puzzle requires getting on the ceiling to get the cube. If you started on the ceiling what fun would that be? [QUOTE=Randdalf;29924578]Isn't "gravity inversion" basically what excursion funnels did?[/QUOTE] Excursion funnels don't invert gravity. They push or pull you in a straight line. Gravity inversion allows you to freely walk on the ceiling and drop things and have them fall up. [img]http://www.atomicgoose.com/images/misc/Gravity_Inversion.jpg[/img]
I placed a fog enity and i have NO IDEA where it went and i can't find it >_< is there anyway to single it out
Can somebody explain me how to align textures with cubemaps? Thanks.
[QUOTE=RJK 616;29929781]I placed a fog enity and i have NO IDEA where it went and i can't find it >_< is there anyway to single it out[/QUOTE] On the bar at the top go to Map -> Entity Report.
[QUOTE=Paulendy;29929853]On the bar at the top go to Map -> Entity Report.[/QUOTE] Thanks!
[QUOTE='[CPC] Halvor;29929417']Have you checked in the flags?[/QUOTE] That did the trick, thanks
[media]http://www.youtube.com/watch?v=BRGEc6KjIlI[/media] Simple scripting at work again. If used correctly then i could see this making an interesting puzzle map. I really need to cut back on concept maps and actually think about an actual puzzle map.
[QUOTE=turk645;29930634][media]http://www.youtube.com/watch?v=BRGEc6KjIlI[/media] Simple scripting at work again. If used correctly then i could see this making an interesting puzzle map. I really need to cut back on concept maps and actually think about an actual puzzle map.[/QUOTE] holy crap. I could see this being used for puzzles where each "time zone" has different parts functioning/non-functioning, but you bring the same cube through the two zones to operate both at once. What happens if you bring one cube through a portal? Or pull one out?
[QUOTE=Itszutak;29930692]holy crap. I could see this being used for puzzles where each "time zone" has different parts functioning/non-functioning, but you bring the same cube through the two zones to operate both at once. What happens if you bring one cube through a portal? Or pull one out?[/QUOTE] the other one "dissapears" because it got teleported to the void of the map. If you bring it through again though it reapears. You could just dissable bringing some object through the "time machine" though to fix that issue. The idea i had was basicly "one" cube that cant go through the machine but you had to go back and forth between the two versions to get through properly. You would obviously need a portal fizzler when going back and forth or else you have a "time traveling portal". Although in theory you could use the same box script for portals and have a portal in both areas move with you as well.
I was wondering why did the map compile process took quite long (well, like, 20 seconds instead of 10). Looks like i've been testing my map with -final :P
[QUOTE=Itszutak;29930692]holy crap. I could see this being used for puzzles where each "time zone" has different parts functioning/non-functioning, but you bring the same cube through the two zones to operate both at once. What happens if you bring one cube through a portal? Or pull one out?[/QUOTE] remember those many Zelda games where you went back and forth between past/present, light/dark worlds? where changes in one affected things in the other. Old/New aperture could be a bad-ass game.
[QUOTE=Archy18;29926481]Someone could create a coop labyrinth map, where the blue or the orange should help the other to get thru it. The orange should go in the labyrinth and the blue help him from above by seeing him thru glass. And of course this + all the awesome elements of portal 2 (toxic water, cubes, faith panel ..) :D[/QUOTE] I made one a couple of weeks ago, you had to guide a laser through the maze. [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=359[/url] It was a WIP so I got varied feedback, I might finish it up if people still like the concept.
[QUOTE=ljdp;29931120]I made one a couple of weeks ago, you had to guide a laser through the maze. [url]http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=359[/url] It was a WIP so I got varied feedback, I might finish it up if people still like the concept.[/QUOTE] I think that's great. You should make more of them.
[QUOTE=Archy18;29929845]Can somebody explain me how to align textures with cubemaps? Thanks.[/QUOTE] Aligning textures and Cubemaps are entirely different things. Aligning textures means making all the texture be in line with each other, so no metal panels sliced in two or different brushes having the textures in different places. For cubemaps just add env_cubemap's arond about 64 units off the ground, then type 'buildcubemaps' in the console.
[URL]http://wiki.p2mods.com/index.php?title=BoxLink[/URL] I added the script to the P2Mod wiki. The code is a bit sloppy but as long as I get it out there and people modify it for thier own use then it was a success.
So I've tried adding a couple of fizzlers, but for some reason they're turning up invisible..? I have no idea what I'm doing wrong, I've followed the tutorials and everything, but I can't get them to show up. Anyone know what I'm missing? [editline]19th May 2011[/editline] Nevermind, figured it out
[QUOTE=evlbzltyr;29932405]So I've tried adding a couple of fizzlers, but for some reason they're turning up invisible..? I have no idea what I'm doing wrong, I've followed the tutorials and everything, but I can't get them to show up. Anyone know what I'm missing?[/QUOTE] Go to it's properties. "Visible" is set to No by default (for some reason). Change that to Yes.
[QUOTE=Ninjarooster;29932490]Go to it's properties. "Visible" is set to No by default (for some reason). Change that to Yes.[/QUOTE] Yeah, I was checking the properties and noticed that, didn't really make much sense to me either. Thanks though
[QUOTE=Itszutak;29930692]holy crap. I could see this being used for puzzles where each "time zone" has different parts functioning/non-functioning, but you bring the same cube through the two zones to operate both at once. What happens if you bring one cube through a portal? Or pull one out?[/QUOTE] cough cough f-stop
Thought I would take a break from revision for exams and do a little Portal 2 world portal test again :v:. [media]http://www.youtube.com/watch?v=9-yU96QFDRc[/media] Really basic test for an idea I had. Didn't really work and just caused errors for me. Any idea on how to fix i, if at all?
[QUOTE=WarPig;29919154]I'm currently making a puzzle and using a floor button to activate a laser, I place the cube on the button but it doesn't activate the laser. My Output instance:button;OnPressed instance:button;OnUnPressed Target: Off_Laser Off_Laser Target Input: TurnOn TurnOff Any help?[/QUOTE] Are you using a custom instance with a floor button in it? That's a bit unnecessary IMO.
[QUOTE=icemaz;29933057]Thought I would take a break from revision for exams and do a little Portal 2 world portal test again :v:. [media]http://www.youtube.com/watch?v=9-yU96QFDRc[/media] Really basic test for an idea I had. Didn't really work and just caused errors for me. Any idea on how to fix i, if at all?[/QUOTE] Still gotta love the trippyness of world portals. I'm trying to think of an example map that uses them in a decent way for the box mover script.
[QUOTE=turk645;29933326]Still gotta love the trippyness of world portals. I'm trying to think of an example map that uses them in a decent way for the box mover script.[/QUOTE] Box mover script? Been out of the portal 2 mapping thing for like 2-3 weeks due to exams.
[QUOTE=icemaz;29933057]Thought I would take a break from revision for exams and do a little Portal 2 world portal test again :v:. [media]http://www.youtube.com/watch?v=9-yU96QFDRc[/media] Really basic test for an idea I had. Didn't really work and just caused errors for me. Any idea on how to fix i, if at all?[/QUOTE] The wall walking room could be a puzzle.
[QUOTE=icemaz;29933683]Box mover script? Been out of the portal 2 mapping thing for like 2-3 weeks due to exams.[/QUOTE] it's the custom script i made today that i posted a page or two back :P.
[QUOTE=icemaz;29933057]Thought I would take a break from revision for exams and do a little Portal 2 world portal test again :v:. [media]http://www.youtube.com/watch?v=9-yU96QFDRc[/media] Really basic test for an idea I had. Didn't really work and just caused errors for me. Any idea on how to fix i, if at all?[/QUOTE] Seems the buggyness with world portals is down to how many are active at the same time and whether you have multicore on. Try making it so they are only active when you are about to walk through them.
Alright I got the Wheatley monitor and room setup, it works and everything, but does anyone know how to make him do anything other than look at you?
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