Portal 2

Portal 2

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Hammer Aesthetics tutuorial for portal 2 maps
By POPBOB
This guide is about how to make hammer maps with diffrent type of asthetics.
   
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Reconstructing
In-Depth



Notice the use of panels in the map.
This theme takes all the good bits from the destroyed theme, and adds GLaDOS, everyone's favourite homicidal computer. So when making a map don't forget to get her talking. This theme is supposed to gradually get cleaner, this gives the impression the facility is back to it's senses after a long sleep. The levels are very dynamic, plenty of panels are present, fixing walls, floors, and ceilings; they are used as test elements or just for decoration. And because of this theme's heavy use of entities that give the impression that everything is now alive, this theme is recommended for users with advanced knowledge of hammer.
Going by the campaign, Aerial Faith Plates, Thermal Discouragement Beams and Hard Light Surfaces are the main test elements used throughout the theme. However, that's a lot to go with, so don't try and cram everything in.
On another note unlike the destroyed maps which are fairly small, this theme's map are huge. In the game there are large places to maneuver, and long Faith Plate jumps. The ceilings are high and large toxic pools are common. Some of these pools are up to 1024 units wide.
Noticeable Elements

The reconstructing theme theme is characterized by the very dynamic feel of it. GLaDOS is back in control and she needs to fix everything. Sometimes, she even builds the test chamber itself with you in it, adding the final touches.
GLaDOS
Yep, she's back, and if you're using this theme you want her in it. Seriously, a map without dialogue is twice as boring as one that has it. That said, however, go for the unique quotes; we've heard the 'here come the test results' line millions of times, but how often do you hear 'like an eagle, piloting a blimp'? Even better, go for some of the cut lines that can still be found in the game's files! For a list of GLaDOS lines, see this.
Lighting
In this theme, sky lighting is significantly diminished, and observation rooms are turning on as GLaDOS regains control of the facility. Some of these observation rooms have broken windows, but most of the windows are not broken. The most noticeable feature of the observation rooms in this theme is the initial flickering of the light as they turn on.
To create the lighting, add an off observation room instance, and then place a light or light_spot inside of it, and also an env_projectedtexture with the style set to 'Fluorescent flicker.' The angles of the light_spot and the env_projectedtexture should be the same, and should shine down on the main part of your test chamber. It's never good practice to have observation rooms at ground level.
Next, add a trigger_once in front of the test chamber entryway and connect it to a relay with the following outputs:
My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger env_projectedtexture TurnOn 0.00 No
Io11.png OnTrigger env_projectedtexture SetLightStyle Normal 1.00 No
Note: Make sure you tick the flag 'Always Update (Moving Light)'.
If you want the sounds to match, add an ambient_generic with the sound name set to VFX.LightFlicker and name it light_flicker_snd. Then add another ambient_generic with the sound name set to VFX.LightFlickerEnd and name it light_flicker_end_snd. Then add a third ambient_generic with the sound name set to World.LightFlickerPowerOn and name it light_poweron_snd.
Next, add a relay with these outputs:
My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger light_flicker_snd PlaySound 0.00 No
Io11.png OnTrigger light_flicker_snd PlaySound 0.20 No
Io11.png OnTrigger light_flicker_snd PlaySound 0.55 No
Io11.png OnTrigger light_flicker_end_snd PlaySound 0.90 No
Io11.png OnTrigger light_poweron_snd PlaySound 1.00 No

To make this work, connect the trigger_once to this logic_relay.
Light strips are also common in this theme, and some of them have a buzzing sound. The sound should be added in the soundscape and not an ambient_generic.
Panels
Panels are present all around this theme, doing miscellaneous work other than forming the test chamber itself. There are literally hundreds of animations to pick and use from; and if that isn't enough, there are plenty of panel models to use, each with tens of different animations.
Tip: Search for animations with 'wake' or 'powerup' in their name in the model browser.
These wake animations are specifically tailored for this point in the game, and really give the sense that the facility is coming back to its senses. A good thing to do is scrolling through all the animations, with time you'll know exactly what you are looking for. You can find a full tutorial on creating these powerup panels on the full Panels page. Malfunctioning panels are still present in this theme, but they are a lot less common.
A thing that is important to point out is that on a large-ish grid size, the panels will be recessed two units into the wall; This is normal. A common mistake is moving them so they are flush with the Walls, and then adding the brush. All this means is that the panel will actually stick out from the wall. On that note, the brush attached to the robotic arm should be 2 units thick.
Now about those miscellaneous dynamic elements to cover; let's begin with the elements relevant to this theme. One clever little trick is using a trigger_look to trigger a relay, either when the player looks at it or when a certain amount of time has passed. This relay should start the animation of a panel or a group of panels. You should use it for the player might not look where you intended him to look and he'll miss all your hard work making those panels.
But panels aren't always attached to robotic arms; some panels are just a brush. This is brilliant for making panels fall of the ceiling into toxic slime pools, which is good for two things. First, it looks awesome, and adds a dynamic element to your map. Second, however, it can be used in a large chamber to draw the players gaze and attention to a certain area, one that they might not have otherwise noticed straight away, perhaps giving them some guidance on where to go, so they can begin with a goal. To do this follow these instructions:
Step 1
Create a func_physbox, and texture it as you would to any other rusted panel, useful textures for that are:
black_wall_metal_005@
white_wall_tile_004@
squarebeams_rusty_01
@ - a variable, a set of letters and numbers.
Ensure the Motion Disabled flag is checked. Attach this func_physbox to a phys_hinge for maximum effect.
Step 2


Falling panels in action. These use a func_physbox and a phys_hinge.
Add a relay with the following outputs:
My Output > Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger func_physbox EnableMotion 0.00 No
Io11.png OnTrigger phys_hinge Break 2.50 No
Then simply trigger the relay (an aforementioned trigger_look works well for this) and enjoy your falling panels! Don't forget to add some details to the BTS area behind the panel (squarebeams, etc).
However, you don't have to constrain yourself only to the ceiling. One can also perform this trick with wall panels; just don't use a hinge, but use a small phys_explosion behind the panel to knock it off the wall about a tenth of a second after its motion is enabled. There are instances you can use if you find them appealing:
animated_panels\128x128_ceiling_panel_fall_01.vmf
animated_panels\128x128_ceiling_panel_fall_02.vmf
animated_panels\128x128_wall_panel_fall_01.vmf
Miscellaneous tips

These are the main elements that should be used through out this theme:
Broken wall, floor, and ceiling pieces showing the square beam structure
Falling wall and ceiling tiles, usually into gigantic pools of Slime Water
Panels with power up animations
Observation room(s) with an intially flickering light
Active Security camera
Enormous test chambers
Flashing test sign
The geometry should be a lot cleaner than in the previous theme; everything should be a bit blockier.
Clean (Portal 2)
This Portal 2 aesthetic theme is shown in the later stages of the single player campaign, in deeper Aperture Laboratories chambers. It is characterized by cleanliness and order. The lighting is mostly cold, thanks to glass lights, although some warm light strips may be present.
This theme is also used throughout most of co-op, in particular Courses 1 and 2. However, this theme is also used throughout the single-player campaign, mostly during Chapter 4 and the first few test chambers of Chapter 8 (the rest of them are Wheatley-themed).
Level transitions are placed in pristine elevator rooms.
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Elements



An example of a clean test chamber, from Portal 2 Singleplayer mode.
Light Strips, not broken nor flickering
Turbine Entrance and Exit Elevators
Test Chamber Doors, not malfunctioning
Observation Rooms with lights on, not flickering
Test Chamber Sign, not flashing
Panels
Any other testing elements
Overgrown (Portal 2)
Overgrown (Portal 2)

This Portal 2 aesthetic theme is displayed during the beginning of the single player campaign, in the Aperture Laboratories chambers closest to the earth's surface. It is characterized by rusted, decayed, and moldy areas filled with debris, broken glass, vegetation, and cables. The lighting is harsher than other areas in the game, and has distant skylights through plants and wires which cast big shadows. Soundscapes often include noises by crickets, cicadas and birds, as well as hints of decaying metal around the facility.
Level transitions are usually placed in very broken elevator rooms surrounded by plants, often with debris floating through the tubes. Some test chamber doors are broken or malfunctioning.
Contents [hide]
1 In-Depth
2 Noticeable Elements
2.1 Skybox
2.2 Foliage
2.3 Broken Structure
2.3.1 Step 1
2.3.2 Step 2
2.3.3 Step 3
3 Miscellaneous tips
4 See also
In-Depth



One of the earliest tests in Portal 2 used this theme to make a small test unforgettable.
In the single-player campaign this was the first theme the player had encountered, and consequently had been designed to be visually striking and to leave as big an impact as possible on the player. This theme is supposed to give the effect that everything feels very organic. On that note, however, do not confuse this with being dynamic; the player must get the feeling that everything is dying, if not already dead, that this is the end, and that they are in solitude. The official campaign uses the theme only for two things:
Tutorials — simple cube- and button-based testing and portalling/momentum puzzles
Plot advancement
However, don't limit yourself to such simple tests. As stated above, this theme is designed to leave an impact on the player so if you have simple yet innovative and unique puzzles, or those with brilliant moments of epiphany (colloquially known as 'aha' moments), use this theme. If you have a new testing element to show off, this sort of striking theme might just ingrain it in the player's mind forever.
Noticeable Elements

The destroyed theme is characterized by the very organic feel of it; the vegetation is the most iconic element of the theme, while the skybox is the main source of light in the map.
Skybox


the sky you're looking for is simply sky_white.
If you'd like to let the player see the puzzle, adding a light source is very important. Since the theme is supposed to give the impression the player is very close to the surface, certainly the sun shines on the test track. Skybox lighting is actually very easy to create. Go into the Map menu and select map properties. Next, find the key value that says what the skybox texture should be, and change this to sky_white — no folder, no file extension, just that. Now make a big hole in the ceiling, and detail it with rusty frames and foliage props. Then, make a second ceiling for the skybox (NB the ceiling isn't 100% open; it is partially closed around the edges), and fill it with more debris (hanging vegetation, rusty beams, cables, etc.). Next, create a brush where you want the skybox to be; naturally, make sure it seals the map from leaks, as always. Texture this brush with tools/toolsskybox. Create a light_environment entity and place it anywhere inside the map. Now, you could just stop there, but it's bad practice to ever use a perfectly white light, so I like to use the setting Valve uses in their maps. Use these exact key values:
Property Name Value
Pitch -80
Brightness 255 247 217 250
Ambient 255 247 217 400
Sun spread angle 5
Angles 0 280 0
Note: If you are using the light_environment entity and aren't seeing any effect, you'll need to adjust both the "Pitch" and "Ambient" keyvalues to something like above.
Foliage
To have swaying vegetation in your map, you must have an active env_wind entity and your plant models must be prop_static with the Ignore surface normal for computing vertex lighting set to 'yes' or '1'. The props will sway the direction the wind is blowing. Normally, however, the vegetation is not swaying.
Now, the problem with these plants is that you don't want to accidentally obscure a portalable wall with vines, thereby making the whole puzzle twice as hard. Secondly, place foliage in logical and realistic places. If there's a gaping hole in the ceiling, have some vines and moss hang down from the edge of the hole or beam, not the corner of the room. The vines should also look as they have a purpose growing there. A plant certainly won't grow from toxic goo and they won't hang mid air, try studying growth patterns by looking at some pictures of overgrown man-made structures.
Broken Structure
The facility is in disrepair and parts of it have started to collapse. Notice that in the official campaign some of the hallways aren't aligned to the rest of the map. Try not to get carried away with this technique as it could make the player nauseous from solving a puzzle in a room that is tilted 30°. Keep it minimal in short hallways, or very small parts of a test chamber. I'm going to describe how to make a crooked hallway, however you can do this to almost everything you'd like: walls, ceiling, etc. To achieve this, follow this process:
Step 1
Create your map; it's hard to change things after you detailed, so make sure everything is working and nicely attached to the grid. Now decide what part to tilt, and make sure the walls that are adjacent to that hallway are extended enough to not have leaks.
Step 2
We will now make this hallway a func_instance as it is easier to work with them. Copy that hallway and paste it in a new level; all that should be there is the hallway and the entities (if there are any) that operate things in that hallway. This is very basic; you can better understand func_instance mapping here.
Step 3
Place a func_instance entity in your source map where the hallway is, delete the original hallway, and set the func_instance's VMF Filename to the name of the file name of your hallway. Now it's easy to rotate the func_instance and if you want to change how the hallway looks like all you have to do is change the instance's file, which is on-grid and easy to work with.

Miscellaneous tips

These are the main elements that should be used through out this theme:
Plants/Moss (use some prop_statics with models from models\props_foliage)
Broken test chamber doors
Water stains (use overlays)
Rusted square beams (use a prop_static with the model set to models\anim_wp\framework\squarebeam_off.mdl or its variants; set Skin to 1)
Broken wall and floor pieces, showing the square beam structure
Broken/cracked tiles and debris on the floor and in the ceiling
Malfunctioning panels
Observation room(s) with broken glass
Inactive Light strips, or Light strips with broken glass, and optionally, flickering light
Inactive Security cameras
Flashing test chamber sign with a light flicker sound
The light in the observation rooms should be turned off, as the skybox casts enough light by itself, and it adds to the impression that there is no one testing or observing you, as well as the impression of an inactive facility. There are a plenty of instances used for that:
labs\observation_room_02_256x128_1off.vmf
labs\observation_room_64x128_1off.vmf
labs\observation_room_64x128_2off.vmf
labs\observation_room_64x128_3off.vmf
labs\observation_room_128x128_1off.vmf
labs\observation_room_128x128_notbroken_off.vmf
labs\observation_room_192x128_1off.vmf
labs\observation_room_256x128_1off.vmf
labs\observation_room_256x128_2off.vmf
Due to the wrecked state of the facility and the tests, improvising can be a good way to make a puzzle much more interesting. Improvising is taking an advantage of malfunctioning testing elements in more interesting ways. Create an easy puzzle, and then, via the use of something like a broken panel, though it could be something else.
Behind The Scences (Portal 2)
ehind the Scenes (Portal 2)
Русский 한국어
[Portal 2] The Aesthetics of Portal 2
Overgrown
Reconstructing
Clean
Behind the Scenes
Underground
Destroyed
Wheatley
Art Therapy
This Portal 2 aesthetic theme is featured prominently during the manufacturing section of the singleplayer campaign, and is also used between test chambers and during escape sequences in Aperture Laboratories. It is characterized by unfinished construction and machinery. Catwalks, panel undersides, uncovered light fixtures, exposed wiring, and vents are common. Bottomless pits are also present in this theme. The walls are made of concrete, metal, and plastic rather than tile. The soundscapes are heavy-industrial-sounding, and often include sounds of loud, whistling Pneumatic Diversity Vents.
This theme is also used at the end of every co-op course.
Level transitions are usually placed in short corridors between two heavy security doors.
Contents [hide]
1 In-Depth
2 Noticeable Elements
2.1 Pneumatic Diversity Vents
2.1.1 Tube Rides
2.1.1.1 Creating a tube ride
2.1.1.1.1 Creating the path for the ride
2.1.1.1.2 Making the ride function
2.1.2 Transporting Test Elements
2.1.3 Gel Dispensing
2.1.4 Useful Props
2.2 Management Rails
3 Miscellaneous tips
4 See also
In-Depth



You can see a lot of tubes transporting various test elements to unknown parts of the facility in this theme.
This theme serves really only for plot advancement, so the scope for puzzles is somewhat limited here. Sure, there's the old 'portal over to that wall behind me' to traverse long distances and stretch out dialogue, but making actual puzzles out of this theme without making it feel contrived is kind of difficult. You'll see it done more successfully in co-op maps usually, due to the fact that the plot isn't quite as important and Valve tried to make the theme a puzzle rather than to leave an impact on the player.
The exception to this is if you're making a full-blown mod, maybe even with a story; as aforementioned, these can make nice interludes, and the sheer multitude of destruction sequences available for the catwalks are brilliant for action scenes. Due to the nature of this theme, the huge vistas along with numerous dynamic elements it is recommended for users with advanced knowledge of hammer.
The vast proportions of Aperture Laboratories allows a lot of free space to exist between test chambers and other rooms used for various purposes. In these in-between areas a lot of 'behind the scenes' work is done, like building and testing of test elements. Because of this the theme is more to immerse the player than to be a good puzzle environment, however, using the various 'test elements in-testing-state' as functioning test elements could make it a more interactive puzzle. Most puzzles seen in this theme tend to revolve around momentum, and they do tend to work best in co-op. However, if you have an idea for a puzzle that involves moving test elements, conveyor tracks or exceptionally big momentum puzzles, try going with this theme.
Something that is important to keep in mind when building tests for this theme is that it should look as if it was not designed to be a test. There shouldn't be a solution, as this is not a test, only a way to advance. Keeping the 'tests' looking realistic is to make the player break the rules in these parts, like walking on the reverse direction of a conveyor belt, breaking tubes that deliver test elements to other parts of the facility, etc.
Noticeable Elements

Aperture Laboratories is known to solve their problems in the most ridiculous way possible, take the Pneumatic Diversity Vents for example, seen transporting numerous test elements and garbage from one place to another.
Humans, on the other hand, use catwalks as their form of transportation, and these should be connect to every door, button stand or anywhere maintenance might be needed, like around vents and 'quality control' stations. If you don't want the player to explore an area, placing destroyed catwalks or locked doors/gates would be a good way to do this without it looking unrealistic.
All other robotic personnel use management rails, which they cannot readily be detached from.
Pneumatic Diversity Vents
The Pneumatic Diversity Vents are used extensively throughout this theme, as a mean to give further background of the facility and how it is constructed. Serving no other purpose other than decoration their use is very limited; however clever use of them had been seen in the official campaign, such as:
Long plot advancing 'tube ride' sequences
Transporting test elements
Destroyed to deliver gel
The tubes are not aligned to the grid; they're bent in every direction, reaching every building in the facility; but don't be alarmed, their construction is exceedingly simple. Before making a pipe remember that you don't need it to make sense, if the tube goes behind a building where the player can't see it there is no need to attach it to anything, just finish it there. Also, when making the tubes notice there are four beams surrounding the tube, make sure they are all aligned with the ones of the next model (that means only 90° Pitch Yaw Roll values).
Now let's start, first create the basic shape you want your vent to have; for example, a long straight line that has a 'T junction' at the end. Now group all the models you used to create you basic shape and rotate them freely so they would look purposeless. That's about it; with time you'd improve upon it.
Tube Rides
In the official campaign there is a part where the player and Wheatley are sucked by a vent and sent through the pipe system to GLaDOS's chamber. This was done by attaching a point_viewcontrol to a 1x1x1 model which is animated to be flying through a very specific set of pipes. When you are creating your own maps, this is not necessarily required as the point_viewcontrol can follow the path used to navigate the tubes.
Note: The process may be somewhat lengthy, depending on the length and complexity of the tubes you want the player to "ride" through.
Creating a tube ride
To do: Add pictures to clarify this process and expand this section.
Note: You will want to make sure you have the route for your tubes planned out very carefully as it can be rather time-consuming to rearrange things if the tubes end up misaligned.
Creating the path for the ride
These instructions assume you have a room to place the tubes in and connect the tubes to.
Place the tubes you want the player to pass through. Use a mixture of straight tubes and turns to make it interesting.
Place a path_corner at roughly the height of the player's head. Name it tube_path1.
Note: This makes the transition to the point_viewcontrol a smooth one.
Copy the path_corner and move the copy to the end of the first tube section. If the first path_corners doesn't link to the new one, enter the name of the new one into the Next stop target field in the properties of the path_corner.
Note: You can actually move the copy to the first turn in the tube path if you prefer as it means fewer objects in your level. The number of path_corners you use determines how smooth the ride will be.
When you reach a corner in the tube path, place a copy of the path_corner near the end of the turn.
Make and move another copy of path_corner into place slightly further into the turn.
Move the next copy into the turn a few units, ensuring the path_corner is not touching the sides of the tube.
Make and move another copy of the path_corner into the next segment.
Repeat steps 2-7 above until you reach the end of your tube path.
Making the ride function
This tutorial has the most comprehensive and easiest to follow steps to making the point_viewcontrol follow the path created inside the tube path: http://halfwit-2.com/?page=tutorials&id=120. I would suggest going there to get help setting up the path to follow inside the tubes.
Transporting Test Element
In some of the maps in the official campaign these vents were used to transport
Old Aperture (Portal 2)
Underground (Portal 2)
Русский 한국어
[Portal 2] The Aesthetics of Portal 2
Overgrown
Reconstructing
Clean
Behind the Scenes
Underground
Destroyed
Wheatley
Art Therapy
This Portal 2 aesthetic theme is shown in the old, condemned Aperture shafts, miles below the newer parts of Aperture Laboratories. It is characterized by darkness, decay, and simple practicality. Chambers are built with unfinished plywood and metal scaffolding. The giant background is composed of excavated bedrock, concrete, and enrichment spheres. Soundscapes include rock sounds outside of the enrichment spheres, water sounds inside the enrichment spheres, and the sound ambient\wind\underground_wind_lp_01.wav (a low, windy sound) is used more than in any other theme, especially outside of the enrichment spheres. The soundscapes are not very industrial-sounding.
This theme is also used in co-op course 5.
Level transitions take place in metal frame elevators between enrichment spheres.
Contents [hide]
1 In-Depth
2 Noticable Elements
2.1 Cables
2.1.1 Step 1
2.1.2 Step 2
2.2 Structures
3 Miscellaneous tips
3.1 1950s
3.2 1970s
3.3 1980s
4 See also
In-Depth



Abandoned Aperture
This theme features a complete change in the environment. Outside of the enrichment spheres, it is a cold and dark place, with mold, metal garbage, debris, water, and broken walls forming the terrain. Each test is contained inside a huge enrichment sphere and pre-recorded messages are played in the testing environments to comment on the player's doings. Not everything in Old Aperture is contained within these spheres, however all tests are. It is important you remember that the people who operated these parts are long gone or dead. This means no one is maintaining the already unstable structures, and thus the buildings seem severely decayed.
Aperture Laboratories started building their facility from a deep salt-mine up. In layman's terms, the more you elevate the further you travel in time seeing newer devices and how Aperture had come to be. As the player advances through each test chamber, the tests become more destroyed; characterized by the broken spheres' shell and destroyed buildings within the spheres.
The most obvious test element to use in this theme are gels, and that's the only testing element you'll see in the single player official campaign besides cubes and buttons. However, gels being awesome isn't the only way to keep your test subject amazed; try finding more test elements to use. For example, in the Mobility Gels co-op course GLaDOS helps the bots solve the tests by inserting newer test elements, via robotic arms, into the testing spheres. It is important to make it obvious these test elements were not present in the initial construction of your test and is merely a device to enhance the testing experience. However, you can add test elements who seem to be early prototypes of test elements featured in the newer parts of the facility. These can and should be very simply constructed; good examples would be Aerial Faith Plates, rotating surfaces, etc.
Also, due to the enormous size of the Enrichment Spheres, combined with the interesting momentum dynamics the gels add, this theme is great for making momentum puzzles; if you've got wasted space at the end of your map, add a giant gel fling ending at the elevator.
Noticable Elements

Cables
Miscellaneous dynamic elements makes these tests feel more unstable. First off, we have cables; though they don't sound like much, these can sway and bob, especially if there's a shake or if they're attached at one end to a moving object. These do have a reason for being there; as power cables and ropes.
You can use cables and ropes in much more elaborate ways than just aesthetically pleasing, sometimes you want them to serve a purpose - like holding things up. In the level in the campaign where you had to paint the box to break the glass cage it was in, the cage was suspended by cables.
Step 1
First, create your cage in mid-air out of brushes. Now, tie them all to a func_physbox. You may wish to mess around with the settings so as to make it consistent. Name the physbox physbox_01. Now, add any other entities to be part of the cage, such as window frames, and parent them to the physbox. Now, set up the cables, going upwards from the cage. Parent the move_ropes to the physbox also. Now, we're going to add an entity that will actually constrain the cage by the ropes; meet your new buddy, phys_lengthconstraint. Create one at the origin of each move_rope, and set all their key values as follows:
Property Name Value
Additional Length 32
Attached object 2 point <the origin of the corresponding keyframe_rope>
Entity 1 physbox_01
Entity 2 <Name of corresponding move_rope>
Constraint system manager rope_constraint
Force Limit to Break 0
Torque Limit to Break 0
Name <A distinct name to be matched with each move_rope>
Leave all other key values as they are.
Step 2
Now, create a phys_constraintsystem and call it rope_constraint. This ensures that there is no unexplainable jiggling. Now, compile and you're done! Portal above the cage and stand on it, or push against it on the floor, and you'll see that it moves.
Structures
Main article: Underground Testing Tracks
If you use many different wall materials, it gives the impression that the builders of these sets were using whatever they could get their hands on: wood, metal, grating, sometimes nothing. Again, we see the left over paint work, which could have been used to tell the builders where to orient the test structure and is now left to hint the player. Use plywood for the floor and walls, wood for the limited portable surfaces in the map. Use different metal textures on the same wall, use the models\props_underground\frame_128.mdl prop for unfinished walls, and often not adding a roof to your building is aesthetically pleasing too.
Miscellaneous tips



Do not look at, touch ingest or engage in conversation with any substance beyond this point.
Remember these parts are the past of Aperture Laboratories, so there are no high-tech testing elements. Instead there are numerous props made by Valve specifically for this part of the game; filter them in the model browser by simply typing: underground. These are the main elements that should be used through out this theme:
An Enrichment sphere containing your tests
Underground elevators, for arrival and departure
Concrete walls and cavernous environments outside of the enrichment spheres
Plywood and greenish metal walls inside the enrichment spheres
Various graffiti markings and information posters
Offices with very outdated equipment
Sliding doors
Metal beams and trusses
Although there are no significant changes between the three eras of Aperture Laboratories you visit, there are some minor differences that should be taken into account when detailing. You may not have noticed at first, but the rooms progressively become smaller but longer to solve. This signifies Aperture's ability to create better tests, but it also shows the descent of their budget.
First decide when you want your test to be and follow this basic guidelines:
1950s
Big, might contain 2 test chambers in one sphere
Repulsion Gel
Water
Old-style catwalks as a transition to the next test chamber
Portal surfaces are usually put only in necessary places
Direct lighing
Fully constructed enrichment spheres
Bright colors, like yellow
Offices are rich with numerous props, red carpets, comfortable sitting chairs, carved wooden walls and chandeliers hanging from the ceiling.
1970s
Big
Propusion Gel
Repulsion Gel
Mold on walls
Gel pipes
Walls fell off
Somewhat bleak colors, like blue and green
Offices are more of a waiting line for the hundreds of stick-gathering hobos that arrive. Advertisements promising $60 can be seen with some posters reminding people to not touch the glass.
1980s
Conversion Gel
Repulsion Gel
Propusion Gel
Gel Pipes leaking
Enrichment Sphere is damaged
Walls fell off
Strong bleak colors, like gray.
Destroyed (Portal 2)
Destroyed (Portal 2)
Русский
[Portal 2] The Aesthetics of Portal 2
Overgrown
Reconstructing
Clean
Behind the Scenes
Underground
Destroyed
Wheatley
Art Therapy
This Portal 2 aesthetic theme, also known as "Clean Wheatley", is shown in co-op course 4. It is characterized by its exposure to the vast vistas of Aperture Science. Bottomless pits often, but don't always, replace the toxic water hazard found in most clean test chambers. Tests in this style should look like clean chambers which have been broken down, or, alternatively, have not finished being built yet. The vistas are of the so called "Behind the Scenes" areas: vents, walkways and other test chambers can be seen.
Aside from the destruction mentioned above, tests in this style should be similar to Clean tests. In terms of test elements, the co-op course uses primarily excursion funnels, but you don't have to restrain yourself to that that. Pretty much everything works in this theme.
Elements

Glass Lights
Panels
Vacuum Elevator
Test Doors
Observation Room
Test Sign
Vent
Wheatly (Portal 2)
Wheatley (Portal 2)
[Portal 2] The Aesthetics of Portal 2
Overgrown
Reconstructing
Clean
Behind the Scenes
Underground
Destroyed
Wheatley
Art Therapy


An example of a Wheatley-themed map. Notice the open areas that show outside the test chamber and the monitor displaying Wheatley.
This Portal 2 aesthetic theme is showcased in Act 4 of the single player campaign. It is characterized by either mass-scale destruction of the chamber, or a regular clean theme with the occasional behind-the-scenes peek. The walls are torn apart and you can see all sorts of things outside of the chamber: Gel pipes, Pneumatic Diversity Vents, other chambers, catwalks, and sometimes fire. Each test is monitored by Wheatley shown on a screen. Soundscapes include intense destruction sounds: metal wronks, banging, and groans.
Contents [hide]
1 In-Depth
2 Noticeable Elements
2.1 Explosions
2.2 Excursion Funnel
2.3 Gel
In-Depth

This is the last theme the player will encounter in the Portal 2 Single Player campaign. The large destruction of the chambers is caused by Wheatley's terrible handling of the facility. A main part of the map is the outside area, which is seen through the gaps and tears of the test. You will see lots of things breaking, falling apart, and on fire.
Noticeable Elements

Explosions
Explosions are also common. Don't forget to use the instance destruction\destruction_ambience.vmf! An 'explosion' will randomly happen around a square. Place this square around your test chamber to give the impression that distant explosions are happening all around the facility.
To create a semi-distant explosion, you'll need an ambient_generic, and env_shake, and a trigger_once linking up to them.
For maximum effect, you can use an env_explosion, however none of the official maps use it.
Excursion Funnel
The entity prop_tractor_beam is one of the main elements seen in the Wheatley chambers. It can be used to transport the player, objects, and gel, and can be transported through portals. Creating a hole for the funnel is necessary, or else it looks odd in the wall. If you want the funnel to start reversed, set 'Linear Force' to -250. For reversing it through a trigger/button, create the output:
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger (the name of your funnel) SetLinearForce -250 0.00 No
Don't forget to add an extra output to reset the funnel. A number less than -250 or higher than 250 will cause the funnel to move faster, and lower numbers to have it move slower. It is recommended that you not change the speed of the funnel, as the funnel turns out glitchly-looking. You should only use 250 and -250.
Gel
Gel was an element carried from the Underground themed maps into the Wheatley test chambers. You can still see lots of pipes crowding around the facility. Gel may now come out of regular cube droppers. In the PeTI update (DLC2), they have new Gel Dropper models. Create gel using an info_paint_sprayer.
Art Therapy (Portal 2)
Art Therapy (Portal 2)



One of the maps from the official Art Therapy course. Notice the goo floor, the 'stadium lights' and exposed area behind the test.
This theme is seen only in the 'Peer Review' co-op DLC. It appears to be set after Old Aperture, but before the modern facility. Tests take place in large, open areas, which are almost like resevoirs. The test chamber itself is unfinished, and there are many gaps in the roof and walls. This is not to be confused with it being 'destroyed' - it's simply unfinished.
Arrival and departure elevators are connected to the test chamber by catwalks.
Contents [hide]
1 Testing Elements
2 Noticeable elements
2.1 'Resevoir' area
2.2 Test chamber visual style
2.3 Lighting
2.3.1 Ambient Lighting
3 Miscellaneous tips
4 See Also
Testing Elements

Because this theme appears to take place just after the Old Aperture area, gels are used in almost every test. Toxic water is the main hazard, however it can be a bottomless pit, with cliff faces around the sides.
Excursion funnels, hard-light bridges and lasers are also used often, but most elements work in this theme.
Noticeable elements

'Resevoir' area
Like mentioned above, the tests take place in a large open area, which is visible in transitions as well as at certain points in the test chamber. This area has to be larger than the test area, obviously, but usually isn't very full, aside from occasional gantries on the walls, and long metal beams going from side to side. There are also some large overlays of random 3-digit numbers. The chamber, as well as some elements, is supported by trusses, scaffolding, square beams and cables.
In the official maps, the walls of the resevoir area are textured with the props/plasticwall002 or 003 texture, with the texture scale at 0.50 (it is 0.25 by default). The floor is sometimes solid, but can be goo as well. If you use goo as a floor, you may want to add a 'tideline' overlay on the surrounding walls (if the player can see them).
Test chamber visual style
Throughout the test chamber, there are missing wall panels, sometimes exposing the 'anim_wp/backpanel' or 'props/plasticwall_002' textures, sometimes giving the player a glimpse into the area beyond. But remember - this isn't a destroyed theme! These gaps are sealed off by squarebeams and grating.
The roof is usually missing entirely, exposing hanging cables, square beams, trusses, and long metal beams. The floor is mostly pristine, however sometimes there's missing segments, exposing 'anim_wp/backpanel' textures. Sometimes, the floor is grating on top a squarebeam grid, supported by scaffolding.
Panels are used occasionally for things like staircases or barriers, but not often other than that.
Lighting


An in-Hammer example of how lighting is done in this theme.
Due to the nature of this theme, you'll be hard pressed to find a good place for observation rooms, the usual light source. Instead, lighting comes either through the roof, or through gaps in the walls , by means of the 'stadium lights' seen in Old Aperture. These are supported by trusses and square beams, and have a single 'light_spot' about 16 units in front of the model, and an 'env_sprite' in the center of each of the model's 9 light fixtures.
The settings for the light_spot are usually:
Property Name Value
Brightness 255 255 255 1500
Outer (fading) angle -60
The settings for the 9 env_sprites are:
Property Name Value
Render Mode Additive
FX Color 247 228 170
Sprite Name sprites/glow04.vmt
Scale 0.9
Size of Glow Proxy 4
Placing an env_projectedtexture behind the square beams near the roof casts some epic shadows across your chamber - in fact, ALL of the official maps use a projected texture coming from the roof.
Note: It's OK if it doesn't come from a visible source, as long as you don't make it obvious.
Ambient Lighting


An in-Hammer example of the "lighting box" used for the ambient lighting. The 'skip' textured box is a 128 unit cube.
Because the BTS area of the map will be very dark without light sources, the official maps also put groups of standard 'light' entities near each top corner of the resevoir area, with the following settings:
Property Name Value
Brightness 120 140 160 15
Constant 1000000002
There are 9 of them in a 128x128x128 box (4 at the front, 4 at the back and 1 in the middle).
Miscellaneous tips

The elements that should be used throughout this theme are:
Missing wall, floor and roof tiles exposing the resevoir area
Large pools of slime water
Clean Aperture textures
Elevators connected to the chamber by catwalks
Grey/Blue fog
Cool Lighting
Primarily gels, but any of the testing elements
See Also

It is recommended to look at the official maps to see exactly how this style is executed.
In alphabetical order, the maps in the coop campaign that use this style are:
mp_coop_2paints_1bridge
mp_coop_bridge_catch
mp_coop_catapult_catch
mp_coop_laser_tbeam
mp_coop_paint_conversion
mp_coop_paint_crazy_box
mp_coop_paint_rat_maze
mp_coop_separation_1
mp_coop_tripleaxis
4 Comments
Rose1440 Apr 12, 2022 @ 10:29am 
this is straight from VDC
beepster May 6, 2020 @ 10:10pm 
in fact, information was lost. The pictures are gone.

bruh
Dire Domino Feb 12, 2020 @ 9:24pm 
You just stole this from the VDC page, no new information was added.
Mia Oct 14, 2018 @ 2:23am 
What the fish? Lol thats good