Honestly, hats off to you. Hammer makes me lose my sanity every day (I'm trapped in it at this point.) So gg on making this tutorial. There's no way I could make myself make such a cool looking map.
Hey all, If any of you reach the voice over section (starting at 1:46:13 and ending at 1:52:06), would you prefer if future tutorials were wholly like this? They're much easier for me to make plus they don't involve keyboard clicks, car noises, etc. And I'm able to focus on sounding clear and informative. Let me know what you think.
How convenient for the video to appear in my recommendations exactly when I've began trying to learn it for the first time myself. Thank you Scesie, you are a great contribution to us all!
I actually played your test chamber a few weeks before you made this video. I thought it looked excellent and I'm glad you made a video about how to make a test chamber as wonderful as yours.
i have played your portal plus maps and came across this video, i never knew it was you until subscribing to your other maps witch was this one! also, great work!
Thank you so much for this awesome tutorial, everything is clear to understand, and your maps look absolutely amazing. Also thanks for telling me how to fix panels clipping
You are able to edit maps from the puzzle maker by going to portal2/maps/puzzlemaker, this is the file that stores the puzzle maker maps, the maps are bsp files with a series of numbers for names. In order to tell which map is which, you have to look at the date modified and match it with the map you want to edit. Then you can use the software 'BSPsrc' to decompile the map and create a vmf which can be edited in hammer. With that said, I would recommend against this. The map will be harder to work with as almost everything except brushes will consist of instances which won't be easy to alter. And unless changed, the general geometry will be tied to a 128x128 grid which usually makes for bland geometry. Hope this helps!
you leaving that panel clipping through the concrete bothered me so much 50:05 and you making the pips facing the wrong way at 53:12 but ether from that this was very good.
I'm sure I'll get around to it sometime, but I've been quite busy with other things lately so it could be a while. To get started, this website: developer.valvesoftware.com/wiki/Underground_(Portal_2) contains some information about underground aesthetics, I'll also recommend decompiling official maps and analysing valve's techniques in the aesthetic.
You're talking about an overgrown behind the scenes aesthetic which is a lot broader than the overgrown test chamber aesthetic, therefore it's going to be a long time before I tackle such an aesthetic in a tutorial. I recommend analysing maps with that aesthetic to guide you in making your own. Let me know if you need some recommendations
hey Scesie? i was copying the fog and HDR stuff that you did. While i was testing the map with the fog there was a part of the map where if i look at the other side of the map the game would crash. How do i fix it?
if you're unable to see anything when you open the browser, try copying the particles folder inside of pak01_dir to the game directory (Portal 2/portal2) If you don't know, pak01_dir is also found in the game directory, and you need the software 'GCFScape' to open it, let me know if this helps
@@hibye4062 Well obviously the default elevator isn’t orange lol. I did this on purpose. Mappers should be allowed to make artistic choices. Much like the collapsed elevator room itself, which such things aren’t present in the main game, I specifically did to stand out. I explain the normal way of setting up elevators in the video so this doesn’t negatively impact the tutorial. Thank you for your concern.
@@scesie I do agree that it's fine to make artistic choices, but changing the amount of doors on the elevator doesn't seem like it does much. (I don't know why I'm so passionate on the portal 2 doors but I am for some reason)
@@MTTstuff this website has some extra information on signmake: developer.valvesoftware.com/wiki/Sign_Maker. But if you're new to hammer or custom textures it might be best to start off with 'info sign' instances which are much simpler and are explained here: developer.valvesoftware.com/wiki/Test_Sign. Let me know if you need any more help
If you're talking about the aesthetic of the entrance elevator, I'm unlikely to cover something like that anytime soon given the complexity and abstract nature of the aesthetic. I'd instead point you to look at examples of overgrown behind-the-scenes for inspiration.
@@reloadhvh For beginner mappers, I'd advise against attempting custom elevators and instead just stick with the instances. Creating elevators from scratch can be very complicated and I wouldn't be able to explain it in a comment. But if you want to just edit the standard elevator room, you could instead open the instances (shown at 2:40:00) as maps, select all, copy them into your map, and then combine them on top of each other as I did with the instances in the video. This way you will be able to edit the standard elevator room. Let me know if this helps!
Honestly, hats off to you. Hammer makes me lose my sanity every day (I'm trapped in it at this point.) So gg on making this tutorial. There's no way I could make myself make such a cool looking map.
Hey all,
If any of you reach the voice over section (starting at 1:46:13 and ending at 1:52:06), would you prefer if future tutorials were wholly like this? They're much easier for me to make plus they don't involve keyboard clicks, car noises, etc. And I'm able to focus on sounding clear and informative. Let me know what you think.
yeah i think that would be wayy better
i highly prefer the voiceover!
How convenient for the video to appear in my recommendations exactly when I've began trying to learn it for the first time myself.
Thank you Scesie, you are a great contribution to us all!
I actually played your test chamber a few weeks before you made this video. I thought it looked excellent and I'm glad you made a video about how to make a test chamber as wonderful as yours.
hell yeah I LOVE LOST edit: secret room
yeah Lost is the best
hey im thinking of watching LOST is it worth a watch?
yes yes it is i highly recommend it
What watching lost does to a man: Schizophrenia
@@Pixel6-4 dont tell me what i cant do
I have never tried mapping but I always find it fascinating how these tests are made ( btw love the work keep it up please )
Pro tip for experienced hammer editors: spam random props till it looked good. I used this technique for swiskbla
i have played your portal plus maps and came across this video, i never knew it was you until subscribing to your other maps witch was this one! also, great work!
Thank you so much for this awesome tutorial, everything is clear to understand, and your maps look absolutely amazing.
Also thanks for telling me how to fix panels clipping
soo 🔥🔥🔥 also if you could i would love to see a tutorial on custom elevators once you know more but very cool 👍
Thanks for the tutorial! It's useful and fun to watch. But it makes me wonder why old aperture isn't overgrown... just something to think about.
because its super far underground that no sunlight for plants to grow is there maybe?
Thanks for your tutorial! And by the way, can I use exported map from peti?
You are able to edit maps from the puzzle maker by going to portal2/maps/puzzlemaker, this is the file that stores the puzzle maker maps, the maps are bsp files with a series of numbers for names. In order to tell which map is which, you have to look at the date modified and match it with the map you want to edit. Then you can use the software 'BSPsrc' to decompile the map and create a vmf which can be edited in hammer.
With that said, I would recommend against this. The map will be harder to work with as almost everything except brushes will consist of instances which won't be easy to alter. And unless changed, the general geometry will be tied to a 128x128 grid which usually makes for bland geometry.
Hope this helps!
Please do a tutorial on how to make a Wheatley Styled map! :D
Just make a clean map, and put a shit ton of destruction
yeah but I seek for detailing tips because there are many small detail tricks that do a real difference
This video is yummy. IDK how else to describe it.
you leaving that panel clipping through the concrete bothered me so much 50:05 and you making the pips facing the wrong way at 53:12 but ether from that this was very good.
Bro u is cool, txh for tutorial
could you do a underground tutorial?
I'm sure I'll get around to it sometime, but I've been quite busy with other things lately so it could be a while.
To get started, this website: developer.valvesoftware.com/wiki/Underground_(Portal_2) contains some information about underground aesthetics, I'll also recommend decompiling official maps and analysing valve's techniques in the aesthetic.
i still dont know how to make an overgrown style pedestal button
edit (like a minute later): yeah no i figured it out myself
How do you make the room glados wakes up in
You're talking about an overgrown behind the scenes aesthetic which is a lot broader than the overgrown test chamber aesthetic, therefore it's going to be a long time before I tackle such an aesthetic in a tutorial. I recommend analysing maps with that aesthetic to guide you in making your own. Let me know if you need some recommendations
hey Scesie? i was copying the fog and HDR stuff that you did. While i was testing the map with the fog there was a part of the map where if i look at the other side of the map the game would crash. How do i fix it?
wait a second its not crashing anymore
oh wait its because of portals coming in contact with the fog
Why does you particle system browser work? Did it got patched?
if you're unable to see anything when you open the browser, try copying the particles folder inside of pak01_dir to the game directory (Portal 2/portal2)
If you don't know, pak01_dir is also found in the game directory, and you need the software 'GCFScape' to open it, let me know if this helps
Forgot to mention, you're also going to have a create a text file called "particles_manifest",
These are the contents from mine, you just copy and paste that into the text file then store it in the particles folder in the game directory
//copy everything below
particles_manifest
{
"file" "!particles/debug.pcf"
"file" "particles/fire_01.pcf"
"file" "particles/error.pcf"
"file" "particles/burning_fx.pcf"
"file" "particles/weapon_fx_hl2.pcf"
"file" "particles/water_impact.pcf"
"file" "particles/tracer_fx.pcf"
"file" "particles/rain_fx.pcf"
"file" "particles/impact_fx.pcf"
// Portal 1 particles
"file" "particles/blood_impact.pcf"
"file" "particles/portal_projectile.pcf"
"file" "particles/portalgun.pcf"
"file" "particles/cleansers.pcf"
"file" "particles/fire_01_portal.pcf"
"file" "particles/tubes.pcf"
"file" "particles/environment.pcf"
// Portal 2 particles
"file" "particles/portals.pcf"
"file" "particles/portal2_coop_ping_effect.pcf"
"file" "particles/laser_relay_effects.pcf"
"file" "particles/projected_wall.pcf"
"file" "particles/dust_fx.pcf"
"file" "particles/drip_fx.pcf"
"file" "particles/tractor_beam_fx.pcf"
"file" "particles/robot_fx.pcf"
"file" "particles/spark_fx.pcf"
"file" "particles/exploding_futbol.pcf"
"file" "!particles/portalgun.pcf"
// tempcontent
"file" "particles/confetti.pcf"
"file" "particles/environmental_fx.pcf"
"file" "particles/paint_fizzler.pcf"
"file" "particles/paint_splats_fx.pcf"
"file" "particles/player_paint_effects.pcf"
"file" "particles/paint_bomb_fx.pcf"
"file" "particles/flashlight_fx.pcf"
// scenes
"file" "particles/scene_fx.pcf"
"file" "particles/laser_relay_2.pcf"
// BR
"file" "particles/br_train_effects.pcf"
// Unused
//"file" "particles/airvents.pcf"
//"file" "particles/chicken.pcf"
//"file" "particles/clouds.pcf"
//"file" "particles/electriccharge.pcf"
//"file" "particles/electriczap.pcf"
//"file" "particles/fizzler.pcf"
//"file" "particles/geyser.pcf"
//"file" "particles/glados.pcf"
//"file" "particles/paint_gun_fx.pcf"
//"file" "particles/paint_spray_fx.pcf"
//"file" "particles/water_leaks.pcf"
//"file" "particles/zombie.pcf"
}
@@scesieThanks for the quick answer! And btw: Keep up the great work! 👍
Update: It worked, thank you very much!
You used the wrong elevator model, the 1 door one is only used in the wheatly takeover scene, everywhere else it's the 2 door one.
@@hibye4062 Well obviously the default elevator isn’t orange lol. I did this on purpose. Mappers should be allowed to make artistic choices.
Much like the collapsed elevator room itself, which such things aren’t present in the main game, I specifically did to stand out.
I explain the normal way of setting up elevators in the video so this doesn’t negatively impact the tutorial.
Thank you for your concern.
@@scesie I do agree that it's fine to make artistic choices, but changing the amount of doors on the elevator doesn't seem like it does much. (I don't know why I'm so passionate on the portal 2 doors but I am for some reason)
@@hibye4062 It's not about the doors. It's about the colour and the fact the it has a built in animation to collapse which I use.
@@scesie Oh, right. I didn't even think that it was an animation.
also how do i download signmake?
you can download it from this link: www.thinking.withportals.com/view-download/?id=514
thanks@@scesie
hey@@scesie can you make a tutorial about Signmake?
@@MTTstuff this website has some extra information on signmake: developer.valvesoftware.com/wiki/Sign_Maker.
But if you're new to hammer or custom textures it might be best to start off with 'info sign' instances which are much simpler and are explained here: developer.valvesoftware.com/wiki/Test_Sign. Let me know if you need any more help
pls make tutorial for elevator!
If you're talking about the aesthetic of the entrance elevator, I'm unlikely to cover something like that anytime soon given the complexity and abstract nature of the aesthetic. I'd instead point you to look at examples of overgrown behind-the-scenes for inspiration.
@@scesie can you tell me how to create an elevator and edit all the objects separately?
@@reloadhvh For beginner mappers, I'd advise against attempting custom elevators and instead just stick with the instances. Creating elevators from scratch can be very complicated and I wouldn't be able to explain it in a comment.
But if you want to just edit the standard elevator room, you could instead open the instances (shown at 2:40:00) as maps, select all, copy them into your map, and then combine them on top of each other as I did with the instances in the video. This way you will be able to edit the standard elevator room.
Let me know if this helps!
@@scesie Okay, but where did you find the model with the grid? and why are there so few likes under this masterpiece
@@reloadhvh I'm not sure what model you mean, could you give me the timestamp when it's on screen?
And thank you!