• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=Fearlezz;29420326][img_thumb]http://cloud.steampowered.com/ugc/542891998658830553/B9632B6D0A88E54DBC34923BBB507904CB7EE50C/?jpg[/img_thumb] 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.[/QUOTE] Why use the vents for the gel? They have those big tubes to use.
[QUOTE=daijitsu;29416153]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] Except for, you know, the huge size difference.
[QUOTE=Conro101;29420352]Why use the vents for the gel? They have those big tubes to use.[/QUOTE] I personally like these vent for the gel. I dunno, maybe its just me, but I think those other tubes only fit for CJ themed chambers.
[img]http://cloud.steampowered.com/ugc/576668995833110808/82153DCB85934C9BBC2C86C42AA47B6DEADD483C/[/img] Buildcubemaps won't work. There's nothing in the map other then those brushes, info_player_start, a light, and an env_cubemap. Help?
[QUOTE=Fearlezz;29420413]I personally like these vent for the gel. I dunno, maybe its just me, but I think those other tubes only fit for CJ themed chambers.[/QUOTE] I see what you're saying, but it should fit with the rest of the game. Plus you wouldn't put the gels insides the tube network
[QUOTE=Conro101;29420504]I see what you're saying, but it should fit with the rest of the game. Plus you wouldn't put the gels insides the tube network[/QUOTE] [media]http://cloud.steampowered.com/ugc/542891998659160604/58450717DB09BDD4A27671D0FC51A6AEF2D522FC/?jpg[/media] You've been proven wrong! :)
[QUOTE=Fearlezz;29420413]I personally like these vent for the gel. I dunno, maybe its just me, but I think those other tubes only fit for CJ themed chambers.[/QUOTE] They seem a little bit specialized, but they certainly still fit in the modern labs. The paint splashes on the texture make up for it anyway.
[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] I just made a nodraw box around the button , made it a func_wall toggle and then toggled it when the button was pressed , and then X amount of seconds after it had pressed. Stops the button from being used. With alot of alterations and editing and bug fixing , I think my test chamber is ready to go.
What lighting methods are common in Portal 2 maps? Portal used the edge of floor lighting at the base of walls, and holes in walls. What about Portal 2?
[QUOTE=omNOMinator;29421126]What lighting methods are common in Portal 2 maps? Portal used the edge of floor lighting at the base of walls, and holes in walls. What about Portal 2?[/QUOTE] Giant holes in chambers with a bright light shining in.
[QUOTE=Paulendy;29421167]Giant holes in chambers with a bright light shining in.[/QUOTE] What about the cleaner test chambers, or coop chambers?
I'm on the verge of figuring out personality core npc configurations, then I'll move onto the [sp]npc wheatley boss.[/sp]
[QUOTE=DeanWinchester;29421330]I'm on the verge of figuring out personality core npc configurations, then I'll move onto the npc [sp]wheatley boss.[/sp][/QUOTE] SPOILER TAGS PLEASE! (Not for me but for the convenience of others.)
I'm pretty sure this thread is full of Spoilers :v: and it wasn't on purpose I was mentioning an entity, but I'll spoiler tag it. Ah damn now you have to sp tag the quote too :v:
Oh my god the alien swarm SDK is 2.5 GB? Damn.
I'm learning hammer editor for this. Can't wait for the Portal 2 SDK to come out! For now I'm making simple Portal chambers. I'm learning how to light chambers for now. It's a long process, and at the moment my chambers are all pretty dark. Any tips or good tutorials on lighting?
[QUOTE=omNOMinator;29421511]I'm learning hammer editor for this. Can't wait for the Portal 2 SDK to come out! For now I'm making simple Portal chambers. I'm learning how to light chambers for now. It's a long process, and at the moment my chambers are all pretty dark. Any tips or good tutorials on lighting?[/QUOTE] [url]http://www.interlopers.net/tutorials/General_Half-Life_2/Lighting[/url] Tips: Don't put lights up against walls, that way you avoid the horrible bright spot on the wall. Also make props for your light. Just giving the illusion that it's coming from somewhere makes lighting much better.
[QUOTE=PieClock;29421542][url]http://www.interlopers.net/tutorials/General_Half-Life_2/Lighting[/url] Tips: Don't put lights up against walls, that way you avoid the horrible bright spot on the wall. Also make props for your light. Just giving the illusion that it's coming from somewhere makes lighting much better.[/QUOTE] So do you ever bother with the snazzy lights at the base of walls used in Portal 1, because that is a LONG process and annoyingly ineffective. I'll just have to try different things I guess. Are the wall hole lights used in Portal 2?
[QUOTE=DeanWinchester;29421330]I'm on the verge of figuring out personality core npc configurations, then I'll move onto the [sp]npc wheatley boss.[/sp][/QUOTE] I've discovered how to make our FGD work properly with instances (previously some entities would move themselves to the origin of the world), however we'd need to transplant the entire thing inside swarm.fgd in order to do that.
[QUOTE=Randdalf;29422135]I've discovered how to make our FGD work properly with instances (previously some entities would move themselves to the origin of the world), however we'd need to transplant the entire thing inside swarm.fgd in order to do that.[/QUOTE] Could we not just inherit from it, or copy whatever it is?
[QUOTE=no-named;29420354]Except for, you know, the huge size difference.[/QUOTE] identical model with a scaling modifier. I did the same stuff with gmod's size gun and combine turrets half a decade ago, I don't think it's much beyond source's abilities. Honestly have no clue how SDK treats this stuff but it can't be all too alien of a concept.
What prefabs do you guys use when making Portal maps? (I assume you don't create every single button, door, and camera from scratch.)
[QUOTE=omNOMinator;29423299]What prefabs do you guys use when making Portal maps? (I assume you don't create every single button, door, and camera from scratch.)[/QUOTE] Most stuff, including the ones you mentioned, are now entities of their own.
[QUOTE=omNOMinator;29423299]What prefabs do you guys use when making Portal maps? (I assume you don't create every single button, door, and camera from scratch.)[/QUOTE] what Fearlezz said and these: [url]http://p2wiki.jessecar96.net/index.php?title=Portal_2_Prefabs[/url]
Thanks guys this is brill! I'm gonna try and get into mapping now, just for fun. (Let's see how long this lasts) Aussi, what is the "portal2map.bsp". That ain't a prefab is it...? [editline]25th April 2011[/editline] Is there a list anywhere of Portal entities and what they are?
[QUOTE=omNOMinator;29423610]Thanks guys this is brill! I'm gonna try and get into mapping now, just for fun. (Let's see how long this lasts) Aussi, what is the "portal2map.bsp". That ain't a prefab is it...? [editline]25th April 2011[/editline] Is there a list anywhere of Portal entities and what they are?[/QUOTE] Here's a full entity list: [url]http://p2wiki.jessecar96.net/index.php?title=All_portal_2_entities[/url] But it doesnt show what they do
Two things: 1. Could anyone upload a tutorital/prefab for the elevators? I tried copying my own and making a prefab but it was so many objects at once that Hammer crashed. 2. Could anyone help me with my Cubemap problem? Buildcubemaps doesn't build cube maps.
[QUOTE=Jessecar96;29423788]Here's a full entity list: [url]http://p2wiki.jessecar96.net/index.php?title=All_portal_2_entities[/url] But it doesnt show what they do[/QUOTE] What about Portal 1 entities. I want to find the entities for buttons, and camera, and other similar things. Where is the entity for a Portal style button? [editline]25th April 2011[/editline] [QUOTE=Kyo;29423834]Two things: 1. Could anyone upload a tutorital/prefab for the elevators? I tried copying my own and making a prefab but it was so many objects at once that Hammer crashed. 2. Could anyone help me with my Cubemap problem? Buildcubemaps doesn't build cube maps.[/QUOTE] Remind me, what is a cubemap? And what purpose does it serve? I've learned this but I forgot. I started learning hammer yesterday LOL.
[QUOTE=omNOMinator;29423873]What about Portal 1 entities. I want to find the entities for buttons, and camera, and other similar things. Where is the entity for a Portal style button? [editline]25th April 2011[/editline] Remind me, what is a cubemap? And what purpose does it serve? I've learned this but I forgot. I started learning hammer yesterday LOL.[/QUOTE] [url]http://developer.valvesoftware.com/wiki/Portal_Level_Design[/url] Cubemap is basically a texture used for reflections. To add a cubemap, add one or couple env_cubemap entity/entities into your map and then type "buildcubemaps" into the console.
Progress is slow, but in right way i think [img]http://img816.imageshack.us/img816/7046/repgele3.jpg[/img]
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