• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=NanoSquid;29474138]I want to make a full singleplayer P2 mod eventually. It would be set in one of the other 8 testing shafts. All the levels would be the awesome overgrown style. The main nemesis would be a crazed military android (atlas's military skin with a green eye) convinced that he's a legendary general destined to conquer the world. He commands an "army" of stripped-down (but fully functional) turrets, and his weapon of choice is a flamethrower... a flamethrower fueled by [sp]lemons[/sp][/QUOTE] Intersting.... I do graphic design if you're interested in any help with that ever. Just saying. :-)
This thread makes me sad, so many quality maps and i cant map for shit, i should start learning hammer, any good tutorials websites?
Its alright bro, the most I can do is start on something. I have two projects at the moment, one for Alien Mourn (Its really Swarm) and one for Portal 2. I decided to upload them to show the large amount of effort I've been putting in slowly. [url]http://www.mediafire.com/?ezr0sm0ian5p1[/url] Test.bsp is for ASW Portal2Test.bsp is obviously for Portal 2
Working on a diversity vent prefab pack atm, will post when done. EDIT: the hell are turrets classified under, trigger_push won't move them if the NPC flagged is checked off. I have physics objects and cubes working but turrets won't go budge. edit2: got them working.
[QUOTE=Untouch;29476655]Working on a diversity vent prefab pack atm, will post when done.[/QUOTE] Can you put all the prefabs together? just for noobs like me.
I got a working elevator! Awesome! Will post pics in a min. EDIT: Nah, I'll record a video instead. LiveStream Is pretty sick. [url]http://www.livestream.com/brendanmint[/url] Should be newest Video.
Starting work on a Capture the Flag map, just got scoring working. And yes, the lighting and textures are only temporary. [media]http://www.youtube.com/watch?v=w9D1NFD74fg[/media]
[img]http://img69.imageshack.us/img69/3337/2011042700001g.jpg[/img] [img]http://img13.imageshack.us/img13/762/2011042700002i.jpg[/img] Obviously WIP. But I can't work out lighting for shit.
[QUOTE=brendanmint1;29477007]I got a working elevator! Awesome! Will post pics in a min. EDIT: Nah, I'll record a video instead. LiveStream Is pretty sick. [url]http://www.livestream.com/brendanmint[/url] Should be newest Video.[/QUOTE] Looks awesome good job.
-snip wrong thread facepalm-
[QUOTE=Untouch;29476655]Working on a diversity vent prefab pack atm, will post when done. EDIT: the hell are turrets classified under, trigger_push won't move them if the NPC flagged is checked off. I have physics objects and cubes working but turrets won't go budge. edit2: got them working.[/QUOTE] AND DONE. The only problem I've had with it is that if 5 cubes and 739 turrets go through the vent it can get clogged. Also, the platform with the point_push is not optional, without it the force will not go through the portals. Included an example puzzle, couldn't get the fizzler effect working so that door you see is indeed a fizzler. Enjoy. [url]http://dl.dropbox.com/u/15663815/PDV_PrefabsAndMap.vmf[/url]
[QUOTE=Untouch;29479773]The only problem I've had with it is that if 5 cubes and 739 turrets go through the vent it can get clogged.[/QUOTE] Then add an trigger_remover at the end of the tube
[QUOTE=Neddy;29478331]Looks awesome good job.[/QUOTE] Thanks, Hopefully I can put it up tonight as a prefab, just a few things I want to tweak.
Electric Gel: [media]http://www.youtube.com/watch?v=18ZMM6XPcQY[/media] Excuse me on the poor particles and sound. I'm not a particle editor, nor can import sounds in Portal 2, as the game will not load if you edit the scripts. Hopefully this can be usable.
First I want to thank everyone who has contributed to the portal 2 mapping effort. I've learned a ton reading this and the FGD thread. In playing around with portal 2 map making I've found the light bridge will penetrate closed doors. The solution to this is a func_brush covered in no draw texture that is toggled in sync with the door. A 0.50 second delay makes the beam come through just as the center section has finished rotating. Question: I'd like to place a grill over a portal enabled surface so a light bridge can go through but the player cannot. Do I do that with a prop static or some combination of func_brush and a brush covered in no clip texture? Thanks
[QUOTE=reepblue;29481482]Electric Gel: [media]http://www.youtube.com/watch?v=18ZMM6XPcQY[/media] Excuse me on the poor particles and sound. I'm not a particle editor, nor can import sounds in Portal 2, as the game will not load if you edit the scripts. Hopefully this can be usable.[/QUOTE] I think it'd work just fine without the particles and sound, how did you accomplish this?
[QUOTE=Lagbert;29481511]First I want to thank everyone who has contributed to the portal 2 mapping effort. I've learned a ton reading this and the FGD thread. In playing around with portal 2 map making I've found the light bridge will penetrate closed doors. The solution to this is a func_brush covered in no draw texture that is toggled in sync with the door. A 0.50 second delay makes the beam come through just as the center section has finished rotating. Question: I'd like to place a grill over a portal enabled surface so a light bridge can go through but the player cannot. Do I do that with a prop static or some combination of func_brush and a brush covered in no clip texture? Thanks[/QUOTE] Hmm, well a simple solution would be to have a regular func_detail. Then you could clip off the bottom so the player couldn't crouch through it, but the light bridge can. Then make the bottom portion into a func_illusionary. Make all faces except the two main ones covered with nodraw.
Does anyone know the correct input/output for triggering something if both a laser relay and laser catcher are powered at the same time? (for example, a door opening or panels going up)
[QUOTE=Lagbert;29481511]First I want to thank everyone who has contributed to the portal 2 mapping effort. I've learned a ton reading this and the FGD thread. In playing around with portal 2 map making I've found the light bridge will penetrate closed doors. The solution to this is a func_brush covered in no draw texture that is toggled in sync with the door. A 0.50 second delay makes the beam come through just as the center section has finished rotating. Question: I'd like to place a grill over a portal enabled surface so a light bridge can go through but the player cannot. Do I do that with a prop static or some combination of func_brush and a brush covered in no clip texture? Thanks[/QUOTE] This post made me smile
[QUOTE=acren;29482743]Does anyone know the correct input/output for triggering something if both a laser relay and laser catcher are powered at the same time? (for example, a door opening or panels going up)[/QUOTE] my guess would be to just parent both of them to the door. but why would you need both though? isn't the catcher what you would need?
[QUOTE=NeoDement;29481547]I think it'd work just fine without the particles and sound, how did you accomplish this?[/QUOTE] This. [i]HOW[/i].
Being able to make our own gels is just awesome, though that electric gel wouldn't be really useful ingame. I mean, the way you use it to destroy turrets is already sort of done with the repulsion gel, and once you've killed the turrets you're left with a spot of the floor you can't walk on.
I decided I want to try out some Portal 2 mapping so I needed to get GCFSCape installed again, after doing so I get this error when trying to run it. " .NET Framework Initialization Error Unable to find a version of the runtime to run this application. " I tried googling it with no luck, anyone know how to fix this?
[QUOTE=acren;29482743]Does anyone know the correct input/output for triggering something if both a laser relay and laser catcher are powered at the same time? (for example, a door opening or panels going up)[/QUOTE] Use a logic_counter. Set the max value to 2, then on output: OnHitMax - door, Open OnChangeFromMax - door, Close (it's similiar to OnChangeFromMax, can't remember exactly what it says) On the laser entities, on the output: OnPowered - counter, Add, value = 1. OnUnpowered - counter, Subtract, value = 1.
[QUOTE=J4censolo;29483917]I decided I want to try out some Portal 2 mapping so I needed to get GCFSCape installed again, after doing so I get this error when trying to run it. " .NET Framework Initialization Error Unable to find a version of the runtime to run this application. " I tried googling it with no luck, anyone know how to fix this?[/QUOTE] [url]http://www.microsoft.com/net/download.aspx[/url]
I got it working by making a logic_branch for the catcher and another for the relay, setting their respective relays to 1 if powered and 0 if unpowered. I then made a logic_branchlistener to listen to them both and made the door open for "OnAllTrue" and closed for "OnMixed" and "OnAllFalse"
I expected the electric gel to look like the electric goo from super Mario sunshine. OOOOOH!!! IDEA!!! We could do a SMS style mod where you have to clean gels off of a level with a gun that launches water blobs!! :buddy:
So I finally managed to get portal 2 to load as a separate mod. Does anyone know where I can find the resource file that holds the text from the main menu?
[QUOTE=geogzm;29469559]Also, how do I stop this happening when I open hammer: [img_thumb]http://gyazo.com/aca539fc28cd4c2dfa37d6e5d9ce4909.png[/img_thumb] It's getting annoying when it crashes and I have to reset all the views [editline]27th April 2011[/editline] Yeah, it's called 'wa'. It's just showing up red.[/QUOTE] dunno if answeared, but close the Alien Swarm Sdk, and leave only hammer open. happens to me too
Anyone got the .exe for the latest GCFscape. The site appears to be down -.- Edit : Got it. But for anyone else [url]http://www.softpedia.com/progDownload/GCFScape-Download-136070.html[/url]
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