SteamVR

SteamVR

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Aperture Laboratories Staff Room
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478.886 MB
Jun 26, 2019 @ 5:22pm
Jun 27, 2019 @ 7:06am
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Aperture Laboratories Staff Room

In 1 collection by SomeRandomDude
SomeRandomDude's VR Environments
3 items
Description
One of many staff rooms for the (former) employees of Aperture Science.

A main room connected to a spliced together map of various rooms and hallways from the original Portal, ported to Source2.

Feature's
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- Many rooms and hallways to explore around the facility.
- Working music player, containing all of Portal 1's music (and some others).
- A few Interactable objects to find.
- Fully adjustable staff room, move/delete all furniture to make your own environment.
- Integrated SteamVR home panel's.
11 Comments
SomeRandomDude  [author] Feb 7 @ 1:01am 
Thank you for the kind words!
LoneWolfe Feb 7 @ 12:39am 
this fucks so hard
I didn't realise an hour had passed when I was in here, it just flew by. I almost cried when I found the portal gun . I subscribed to this years ago, but only now tried it out, and figured it was one of the Valve environments, only noticed after I came out of VR that it wasn't. Good job.
cbk Jan 7, 2023 @ 11:55am 
Need a test ! ...with a cake...
SomeRandomDude  [author] Jan 9, 2021 @ 5:53am 
@Ju² You can add music to a room by adding a Soundevent entity to your map. Here is the tutorial to do it.
https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Sound/Soundevents

Once you have that, the simple way to make it work when a button is pressed is to hook up an input to it from a "func_button" brush entity.
Ju² Jan 8, 2021 @ 5:48pm 
man, very nice job , i want add a music panel in my room , how can i do that ?
thx
Docteur Cochon Oct 26, 2020 @ 8:18am 
This room is amazing. Thanks for creating it!
Doctor Sam Oct 18, 2020 @ 9:52pm 
This is beautiful
=BS= Jarno Dec 13, 2019 @ 9:51am 
I really like this room, good job
lonedeveloper Jul 10, 2019 @ 8:50am 
Looks good nonetheless
SomeRandomDude  [author] Jul 6, 2019 @ 3:49am 
Yeah it was. I had given up on trying to resize the rooms to be more natural looking after the first observation room, (you can notice this by the oddly low ceiling), and just stuck with scaling props & doorways down.