• How to create Portal 2 maps
    3,501 replies, posted
[QUOTE=ForbiddenDonut;29646639]That was very neat. It reminded me of the first CJ repulsion gel puzzle. Glad to see you got the video screens working. Where did you find the scripts for GladOS? I've been looking around the vscripts file, can't seem to nail down the dialog scripts.[/QUOTE] Added a Wiki tut. [url]http://wiki.p2mods.com/index.php?title=Making_GLaDOS_Speak[/url]
[QUOTE=acren;29649915]Anyone have a fix for the "glass_lightcover out of map!" yet?[/QUOTE] YES!!! I found it!!! First do this: [QUOTE=Ghost_Zero;29620990]press Alt-P, click on where it says "X entity has unused keyvalue", and hit "Fix (All of Type)".[/QUOTE] Then copy the glassmodel from one of valves map(You can change it to one with a bigger size afterwards, and also you can change skin) and replace all the glassmodels that won't work. I have no idea why it works, but it did, at least for me. :D
[QUOTE=LilRobot;29650892]Added a Wiki tut. [url]http://wiki.p2mods.com/index.php?title=Making_GLaDOS_Speak[/url][/QUOTE] Awesome. Very helpful. Is it any different when making Cave Johnson speak? I suppose I change the generic_actor to @cave and search his scene files, right? [QUOTE=robbiedobbie;29648920]found an entity what is not yet in the fgd. It's called beam_spotlight. I found it in the map sp_a2_bts3_d. [editline]6th May 2011[/editline] I really can't get info_overlay working. they just don't show up :S[/QUOTE] Are you using the hammer overlay tool? (Shift +O) I was working with info_overlays yesterday, and it came to my attention that the SDK is bugged and won't show overlays unless you use the overlay tool.
[QUOTE=ForbiddenDonut;29651305]Awesome. Very helpful. Is it any different when making Cave Johnson speak? I suppose I change the generic_actor to @cave and search his scene files, right? Are you using the hammer overlay tool? (Shift +O) I was working with info_overlays yesterday, and it came to my attention that the SDK is bugged and won't show overlays unless you use the overlay tool.[/QUOTE] solved it by reinstalling the sdk. It just didn't show up. Not by using that tool, nor by copying it from another map.
Either add Overlays using the Overlay Tool, or if you copy paste, you have to add the correct Brush Numbers (select the brush under the overlay) and sometimes move it a little before it shows up. Using this, the overlays always showed up for me.
[QUOTE=alceta;29651920]Either add Overlays using the Overlay Tool, or if you copy paste, you have to add the correct Brush Numbers (select the brush under the overlay) and sometimes move it a little before it shows up. Using this, the overlays always showed up for me.[/QUOTE] Yeah I know, they show up here now too, but before they did not :S
[img]http://img825.imageshack.us/img825/9742/ad11w.jpg[/img]
[QUOTE=d3m0l1sh3r;29653279][img_thumb]http://img825.imageshack.us/img825/9742/ad11w.jpg[/img_thumb][/QUOTE] nice
Yes it is :)
[QUOTE=damagepy;29648732]I'm done with my first map, and I'm posting its [b]VMF[/b] source too, so others can maybe learn from it (buttons, gels, lift props, sounds, etc): download: [url]http://heroes.hardwired.hu/-/portal/sp_damagepy_01.zip[/url] hammer source: [url]http://heroes.hardwired.hu/-/portal/sp_damagepy_01_source.zip[/url] [img_thumb]http://heroes.hardwired.hu/-/portal/portal2/por2_damagepy_01.jpg[/img_thumb][/QUOTE] Keep up the good work! I just played played it and it was really awesome.
[QUOTE=d3m0l1sh3r;29653279][img_thumb]http://img825.imageshack.us/img825/9742/ad11w.jpg[/img_thumb][/QUOTE] That panel opened by the four "ticks" should be the other way around imo.
[QUOTE=d3m0l1sh3r;29653279][img_thumb]http://img825.imageshack.us/img825/9742/ad11w.jpg[/img_thumb][/QUOTE] wich texture did you outline your frosted glass with? the map looks awsome btw ;)<3
Does anyone know how I can solve this problem with lightspots and panels? [url]http://www.dropbox.com/gallery/6703905/1/Portal%202?h=619dd9[/url]
[QUOTE=robbiedobbie;29655057]Does anyone know how I can solve this problem with lightspots and panels? [url]http://www.dropbox.com/gallery/6703905/1/Portal%202?h=619dd9[/url][/QUOTE] I would like to know too.
New Co-op puzzle which lies in one of the old aperture testing spheres. [url]http://dl.dropbox.com/u/521836/portal2/mp_coop_lazermaze_ljdp.bsp[/url] Pics soon, or maybe not... It would give away the puzzle... Pics maybe.
[QUOTE=ljdp;29655325]New Co-op puzzle which lies in one of the old aperture testing spheres. [url]http://dl.dropbox.com/u/521836/portal2/mp_coop_lazermaze_ljdp.bsp[/url] Pics soon, or maybe not... It would give away the puzzle... Pics maybe.[/QUOTE] Gonna try it later with my friend when he comes back.
[QUOTE=robbiedobbie;29655057]Does anyone know how I can solve this problem with lightspots and panels? [url]http://www.dropbox.com/gallery/6703905/1/Portal%202?h=619dd9[/url][/QUOTE] Things to try: Disable shadows on the func_brushes Compile on -final settings in expert
I've been toying with the glass futbols a little. Seems the sockets dont triger the outputs correctly when simply placing a futbol into it. Seems the futbol needs to be thrown or dropped in general for the socket to fire correctly.
I'm so excited for the official SDK, I have so many ideas for maps but I can't be arsed to deal with all the troubleshooting that comes with using the Alien Swarm SDK. Has anyone set up a Portal 2 map website? I'd be happy to oblige if nobody else has. Or are we using Aperture Labs? I only ask be AL always seemed ugly to me :3:
Well, I wanted to make one, but I think that somebody else is already making 1 ([url]http://www.p2mods.com[/url])
[QUOTE=Kopimi;29657027]I'm so excited for the official SDK, I have so many ideas for maps but I can't be arsed to deal with all the troubleshooting that comes with using the Alien Swarm SDK. Has anyone set up a Portal 2 map website? I'd be happy to oblige if nobody else has. Or are we using Aperture Labs? I only ask be AL always seemed ugly to me :3:[/QUOTE] I was considering setting up a portal 2 map website. If I do i'll make it on ruby on rails. Only problem is hosting/web space. I could allow external links to the map files but not host the files themselves. Edit: Oh and I was going to base the website around the test panels that tell which elements are used in the test. Much more descriptive than screenshots I think. (Screenshots still show of course)
I've been working on this map for some while now, tell me what you think ;) [img_thumb]http://img864.imageshack.us/img864/478/e3propulsion0003.jpg[/img_thumb] [img_thumb]http://img402.imageshack.us/img402/294/e3propulsion0004.jpg[/img_thumb] [img_thumb]http://img822.imageshack.us/img822/5403/e3propulsion0007.jpg[/img_thumb] [img_thumb]http://img851.imageshack.us/img851/7721/e3propulsion0008.jpg[/img_thumb] [img_thumb]http://img88.imageshack.us/img88/4425/e3propulsion0009.jpg[/img_thumb] [img_thumb]http://img200.imageshack.us/img200/2987/e3propulsion0011.jpg[/img_thumb] [img_thumb]http://img812.imageshack.us/img812/9382/e3propulsion0010.jpg[/img_thumb]
[QUOTE='[CPC] Halvor;29657212']I've been working on this map for some while now, tell me what you think ;) [img_thumb]http://img864.imageshack.us/img864/478/e3propulsion0003.jpg[/img_thumb] [img_thumb]http://img402.imageshack.us/img402/294/e3propulsion0004.jpg[/img_thumb] [img_thumb]http://img822.imageshack.us/img822/5403/e3propulsion0007.jpg[/img_thumb] [img_thumb]http://img851.imageshack.us/img851/7721/e3propulsion0008.jpg[/img_thumb] [img_thumb]http://img88.imageshack.us/img88/4425/e3propulsion0009.jpg[/img_thumb] [img_thumb]http://img200.imageshack.us/img200/2987/e3propulsion0011.jpg[/img_thumb] [img_thumb]http://img812.imageshack.us/img812/9382/e3propulsion0010.jpg[/img_thumb][/QUOTE] -snip-
Look here([url]http://wiki.p2mods.com/index.php?title=Fancy_Lights[/url]) now if you got problem with lightpanels not showing up ;D
[QUOTE=damagepy;29648732]I'm done with my first map, and I'm posting its [b]VMF[/b] source too, so others can maybe learn from it (buttons, gels, lift props, sounds, etc): download: [url]http://heroes.hardwired.hu/-/portal/sp_damagepy_01.zip[/url] hammer source: [url]http://heroes.hardwired.hu/-/portal/sp_damagepy_01_source.zip[/url] [img_thumb]http://heroes.hardwired.hu/-/portal/portal2/por2_damagepy_01.jpg[/img_thumb][/QUOTE] Damn good. Feels kinda silent though. I got stuck at the 5 redirection cubes part. Took me a while to notice a 45 degrees ramp would bring the laser 45 degrees upward, damn me :v:
[QUOTE=Kopimi;29657027]I'm so excited for the official SDK, I have so many ideas for maps but I can't be arsed to deal with all the troubleshooting that comes with using the Alien Swarm SDK. Has anyone set up a Portal 2 map website? I'd be happy to oblige if nobody else has. Or are we using Aperture Labs? I only ask be AL always seemed ugly to me :3:[/QUOTE] Yes, I am currently making a mods (mainly maps) hosting site for Portal 2 (found @ [url]http://www.p2mods.com[/url]), and if you think that AL is ugly could you please give me your opinion on my current design. [url]http://dl.dropbox.com/u/3695360/P2Mods/site12.PNG[/url] Sorry for dertailing a bit, but i'm trying to tailor the site mainly for you guys.
I recorded a small video of the glass futbols. It shows the spawner and the socket as well. I used the ball catcher model as a reference to where i put the socket since the socket itself doesnt have a model. I still love how you autothrow the futbols. [media]http://www.youtube.com/watch?v=nTjOnVuYDEU[/media]
[QUOTE=AzzyMaster;29658020]Yes, I am currently making a mods (mainly maps) hosting site for Portal 2 (found @ [url]http://www.p2mods.com[/url]), and if you think that AL is ugly could you please give me your opinion on my current design. [url]http://dl.dropbox.com/u/3695360/P2Mods/site12.PNG[/url] Sorry for dertailing a bit, but i'm trying to tailor the site mainly for you guys.[/QUOTE] Looks good. Apart from those rounded buttons, the navigation buttons, and the gray bars either side of the main content section. Also I think the stars should be circles, like the circled in the loading screen. I would love to help you, I can help with the design and CSS.
Tried destroyed design [img]http://img812.imageshack.us/img812/965/de2v.jpg[/img]
[QUOTE=turk645;29658412]I recorded a small video of the glass futbols. It shows the spawner and the socket as well. I used the ball catcher model as a reference to where i put the socket since the socket itself doesnt have a model. I still love how you autothrow the futbols. [media]http://www.youtube.com/watch?v=nTjOnVuYDEU[/media][/QUOTE] These seem like they would be good for co-op, Throwing a ball across a pit to a partner or something Is there a cave / old styled one?
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