• How to create Portal 2 maps
    3,501 replies, posted
Go on paint, draw a bunch of random rectangles, that will be the shape of your chamber. Place a bunch of random circles, those will be the "checkpoints" of your puzzle. Everything else you can invent based on what you got from that.
I too have a work-in-progress puzzle [media]http://www.youtube.com/watch?v=_eE2i03Vlts[/media] Eventually I plan on the only way to unlock the door being laser and cube+button. As of now you can just place the laser cube on the button and be done with the puzzle. Glass shields to prevent cheating, water in the pit to increase deadlyness. Stuff like that. Oh and no bottomless pit at the end outside the door.
[QUOTE=Dj-J3;29411062][media]http://www.youtube.com/watch?v=zkJdEo4DIQI[/media] It's a work in progress. Need to add indicator lights, cubemaps, and sound for the first panels. :v:[/QUOTE] You should add in another little portion of the map where you have to collect the two redirection cubes, just so the portal gun is used more, and have the two sections closed off from one another (the bit with the panels and the bit with the lasers) just so there's a bigger distinction between the two sections. And I also think it'd be cool if the panels were in a sort of corridor-esque area, so you follow them down a corridor and then have to fire the portals quickly, one up above and another right at the end of the corridor, where the last panel goes down and reveals a portable surface that you run straight into. That'd be cool. But, y'know, it's your map :v:
Just updated the FGD, v6 is now available for download on the "Portal 2 FGD Thread" in the Mapping section of the forums. Read the update log on the OP to see what's new. I've also included yet again (just making it clear because a lot of people seem to have missed it) a map (vmf & bsp) with all the relevant entities working, this is the map I use to make sure I've done everything right, so if you are unsure of how to do something, open up the vmf and look around.
how are you guys decompiling the P2 maps? I tried using vmex (the java one) and it just closed when i tried to decompile. No errors or anything.
[QUOTE=crazymonkay;29412501]how are you guys decompiling the P2 maps? I tried using vmex (the java one) and it just closed when i tried to decompile. No errors or anything.[/QUOTE] [url]http://nuclearvelocity.com/barracuda/bspsrc/downloads.html[/url]
I really want a map with a recreation of the Animal King. I suck with hammer though, I tried and failed miserably.
[QUOTE=Dj-J3;29411062][media]http://www.youtube.com/watch?v=zkJdEo4DIQI[/media] It's a work in progress. Need to add indicator lights, cubemaps, and sound for the first panels. :v:[/QUOTE] Holy shit those faith panels were fucking fast
Am I the only one who can't get [u]any[/u] of the test elements working? :saddowns::arghfist:
I made a little room to mess with, here's a couple pictures: [img_thumb]http://cloud.steampowered.com/ugc/559780497243899779/79ED3A1C48475FF089CD3AE08450331992E3154E/[/img_thumb] [img_thumb]http://cloud.steampowered.com/ugc/559780497243902918/DECF7E2E6983B2BD4F16B19B1CEE494B7DE90468/[/img_thumb]
Can't fucking wait for the SDK. It's going to make so many errors just go away.
[media]http://www.zilefile.com/files/15403_jxytm/portal2_demomap-p20004.jpg[/media] Oh my, I'm having so much fun. .
[QUOTE=Dalto11;29413223]I really want a map with a recreation of the Animal King. I suck with hammer though, I tried and failed miserably.[/QUOTE] Does the Animal King even have a model? Isn't all of his appearences in the .bik files, so why should there be a model for him?
[QUOTE=no-named;29415474]Does the Animal King even have a model? Isn't all of his appearences in the .bik files, so why should there be a model for him?[/QUOTE] it's just a different texture for the turret, and a crown hat that I've seen on the co-op bots in screencaps. I bet if they do some fancy work on the SDK, there'd be a lot of the joke entities and options mixed in. I bet some of you can debunk it, but I hope there's all the fancy textured turrets from the one video.
[QUOTE=saddasta;29411804]I too have a work-in-progress puzzle [media]http://www.youtube.com/watch?v=_eE2i03Vlts[/media] Eventually I plan on the only way to unlock the door being laser and cube+button. As of now you can just place the laser cube on the button and be done with the puzzle. Glass shields to prevent cheating, water in the pit to increase deadlyness. Stuff like that. Oh and no bottomless pit at the end outside the door.[/QUOTE] The lightning issue you have, is most likely because you used a _vertex material, which is for models.
can someone post a single player playground please?
So I made and detailed a chamber but I didn't put a puzzle in it ... yet. I'll start doing it the other way round from now on. [media]http://cloud.steampowered.com/ugc/558654597316643766/0C3265A7EF41EE0B79549430078590D2D3EBBAD4/?jpg[/media] I think I'm going to make some single portal puzzles to start off with, for practice, y'know.
Does somebody have a prefab for an elevator? I've got this far on my own but I just can't get it looking right. [img_thumb]http://dl.dropbox.com/u/888382/hellevator.JPG[/img_thumb]
[QUOTE=madk;29410485]Yeah, but it doesn't work. The droppers don't open when the players spawn.[/QUOTE] FYI when playing SP maps on coop, it sits there with the 2 players frozen over each other for a while then places them either side of the elevator. Someone check out how this is done, (if it is of ANY use!) [editline]25th April 2011[/editline] So I'm just wondering, will this process be A LOT easier once the proper SDK comes out? I'm gonna wait until then before trying to map, and I'm wondering how much easier the whole process will be at that point.
[QUOTE=Instant Mix;29418157]Does somebody have a prefab for an elevator? I've got this far on my own but I just can't get it looking right. [img_thumb]http://dl.dropbox.com/u/888382/hellevator.JPG[/img_thumb][/QUOTE] Elevators were made using instances, and in fact, the progression of the entire game depends on the scripting associated with elevators and spawning, so, look to make instances out of Valve maps rather than prefabs. Instances don't work perfectly at the moment however (they spawn at 0,0,0 in-game for some reason). In any case, instances > prefabs, imo.
[QUOTE=Randdalf;29418348]Elevators were made using instances, and in fact, the progression of the entire game depends on the scripting associated with elevators and spawning, so, look to make instances out of Valve maps rather than prefabs. Instances don't work perfectly at the moment however (they spawn at 0,0,0 in-game for some reason). In any case, instances > prefabs, imo.[/QUOTE] I'm an oldfag so I'm going to be sticking with prefabs until I get to really , really complex things. But still the request remains , if anyone has a prefab or just a rip from the .bsp , I'll be very happy. Doesn't matter if you don't have the inputs / outputs as I'll figure them out myself. [editline]25th April 2011[/editline] Bloody hell , am I the only person who has to press the compile button about 50 times before it actually runs vbsp , vvis and vrad together? One try it finishes immediately , another it'll do vbsp and then finish.. eugh.
[img]http://img218.imageshack.us/img218/9390/repf.jpg[/img]
I KNEW American Airlines had something to do with this
lol Alien Swarm SDK...who ever thought of that?
[QUOTE=Bullet100;29418947]lol Alien Swarm SDK...who ever thought of that?[/QUOTE] It's not that it's Alien Swarm, it's just the latest SDK. Oh, and by the way I finally got my maps to start compiling so I un-give up :v:
Big screenshot dump! I decided to create a new map, in the destroyed p2 theme. So I went ahead and took some reference screenshots from the actual game. I thought Id share them with you. Nothing special. [media]http://cloud.steampowered.com/ugc/542891998657630696/080437B476B9067EB54B388BAEDBE76B7ADF8125/?jpg [url]http://cloud.steampowered.com/ugc/542891998657629316/1B3DFCF34224A4DF06616BC897AFCA526C3CAB1F/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657628291/B3CA10DC6759DB21D76B71DB322E518EADBDE895/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657626928/E8D82EB39DAD7428E34566859EDBD3BB89F92EAF/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657625224/5B015167892FB882E6BA4F5D9A628F58B221F717/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657623560/B249E2F3F6026AD46343230E6D947F691F37F454/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657621939/BE440865313F0E89142EB5F259BEF949E5FC3CF8/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657620589/1D0EF305DFCE7771E384D94DC8E8A933E7E6A8CB/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657619181/F08824174DD5277873D1A40D478BB23397479592/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657617601/277F606B00A0DCB65A64504EBF9CDE715762CE1E/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657616217/6A88540E968CC27AECAF0FC2172E03CA9A690DEF/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657614710/79F8AE0F186A929E81ED614C4C40BC9510DBDC8E/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657614710/79F8AE0F186A929E81ED614C4C40BC9510DBDC8E/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657612206/46FA6C1A9FE84016269AB5451756CBBD8E1F46BF/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657610958/4CC4EDE6A282C457AC427F71F48D38CD81269418/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657609347/7BB75C3104C43811F80A4DD12161E66EEB18D618/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657607963/0FA2444CBA95CD85EE40E07EF34DB04E7A04D24D/?jpg[/url] [url]http://cloud.steampowered.com/ugc/542891998657606572/80904E751C14E1A5AEE8F34BD6D0908395F6020F/?jpg[/url] [/media]
Anyone got func_instance to work? My instances always end up at origin 0 0 0 once I compile.
Oh, does anyone know how to make your button do a proper countdown? I have the timing set up but it's pressable before the sequence resets, which makes it start over and causes all sorts of issues [editline]25th April 2011[/editline] prop_button doesn't seem to have a disable/enable input
[QUOTE=ljdp;29419888]Anyone got func_instance to work? My instances always end up at origin 0 0 0 once I compile.[/QUOTE] Try turning off Smart Edit and delete the Origin property if it's there? Just an hypothesis. [editline]25th April 2011[/editline] [QUOTE=NanoSquid;29419956]Oh, does anyone know how to make your button do a proper countdown? I have the timing set up but it's pressable before the sequence resets, which makes it start over and causes all sorts of issues [editline]25th April 2011[/editline] prop_button doesn't seem to have a disable/enable input[/QUOTE] It's input PressIn(void) input PressOut(void) same as Enable/Disable respectively.
[img]http://cloud.steampowered.com/ugc/542891998658830553/B9632B6D0A88E54DBC34923BBB507904CB7EE50C/?jpg[/img] Okay so I saw this other guy showing his progress of his map as he went along. And I really enjoyed that. So I thought I'd do the same. Here is the first try at the destroyed map. This was originally bottomless-pit themed. But I like it alot better now. I got some moving panels in there aswell, and the orange and blue gel switch between being on and off. I think I can create something pretty cool here, since I have those crushers aswell. Looks really cool.
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