Portal 2: Community Edition

Portal 2: Community Edition

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Airtime - Comp Map
   
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Campaign/Map Tags: Singleplayer
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222.478 MB
3 Jan @ 4:45pm
6 Jan @ 8:51am
18 Change Notes ( view )

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Airtime - Comp Map

Description


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...you come across an old filming setup for a Portal Device advertisement from the 70's. The surrounding halls have been renovated several times over the years, finally being abandoned by the Aperture above, only used to run pipes, ethernet cables, and other infrastructure through to supply the upper facilities. Exhaust fans still remain, strong enough to push gels away from them. Gel pipes feed upward, but they aren't free of leaks!
This level of Aperture is no longer human-navigable, but with some resourceful use of the equipment that remains, anything is possible.


Placed 4th in the Portal 2: Community Edition 'A Glimpse Into the Future' competition.

Whether you interpret this map as part of the existing Portal 2 universe or not, I think the concept of 'new invading old' is rather interesting. The separation between 'old Aperture' and 'new Aperture' is less defined, and canonically, the underground was sealed off; not renovated and used to supplement the above.
Recently, a couple friends and I went into the basement below our school auditorium- the level had been flooded just months before and a construction crew finally cleaned it out. The white floor tiles had turned orange from staining, the plaster walls had literal chunks taken out of them like the one 'eating drywall' meme, but brand new piping and ethernet cables were run through. When the competition came around, it seemed like a good idea to get out of my head.
I hope the atmosphere holds up!

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A note about my findings of the competition...
The new Strata features this map primarily uses, in order of usefulness, are model scaling, path_vphysics, and parallax corrected cubemaps.
Strata's toolset is very good - it's solid, and stable. Additionally, the team have been very helpful and given some great one-on-one assistance when I've needed it.

My main gripes so far are:
  • Hammer technically has a lighting preview feature similar to Hammer++, however a benefit is FAR more basic use-wise (e.g. doesn't require baking like H++ does). Sadly, I've found it does not provide very accurate previewing, especially brightness-wise. I understand the difficulty of implementing a feature like this, but I think a little love could go a long way.
  • Material editor - pretty straightforward, I think if the built-in tools mode vmt editor got the same treatment as some of the other tools, it could be a pretty good standard for Strata modders.
  • Hammer physics tool - Strata Hammer could use a physics tool like what Hammer++ has. It makes placing objects randomly much easier and relieves the hassle of having to align things with the ground.
  • Hammer rotation gizmo - I tend to use the rotation gizmo in H++ to duplicate and rotate brushes. Currently, both shift and alt remove rotation snapping, but I think shift should still duplicate since shift doesn't remove snapping for movement.
  • Workshop uploader overwriting workshop description - I'm a little weary of having to copy-paste the Steam description whenever I push an update, but I also don't want to have to update the entire addon just to tweak the description from the uploader tool. I'd appreciate an 'update description' button of sorts, if not the removal of the description system from the uploader tool entirely in favor of just using Steam.

All in all, great tools, Hammer is MUCH more stable now, and the crash report system is awesome to have.
Kudos, Strata team!

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Thank you to:
  • Ryeplease - He initially was going to help with the map, however timing didn't work out very well. I still appreciate his offers to help, despite him never having an opportunity to touch the map.
  • Kabubu - He made the models for Portal: Electron, some of which I used in this map, and allowed me to use them for it. He is an extremely talented modeler, and though Electron is no longer in development, his work has been amazing. (P.S. He is part of the Eagle One team, who do very high-quality Source 2 projects. If you like the models he made for this map, follow Eagle One!)
  • CallMeKitty - for helping me pack mounted game assets
  • SrRageALot - for testing the map for me irl
  • Strata Source Contributors / Portal 2: Community Edition team - For making an amazing engine branch, and for outstanding user support and giving personal assistance whenever I've needed it. An amazing bunch of people, making an amazing bunch of tools, who I cannot give enough praise to.
  • Any other P2:CE beta testers in the discord who helped me out and gave advice!

Credits:
If any credits are incorrect or missing, please leave a comment below and let me know so that I can fix it!
  • Valla-Chan / Allison Ghost
    1. Extra fusebox models,
    2. File cabinet variants / skins
  • MrRogers
    1. Underground number overlays
  • Craftablescience
    1. Recolorable lobby curtains
  • Stefan Heinz
    1. Static Underground Door Model
  • Me (Fiffle__Sniffle)
    1. 'Glimpse Into the Future' overlay in filming room,
    2. Dirty office ceiling textures,
    3. Soundscapes
  • Kabubu (models from Portal: Electron | not permitted for use in other projects - please do not rip them from the map.)
    1. Underground door remake / variations,
    2. Underground Aperture crates
    3. Underground power lever remake
  • Valve
    1. CS:GO assets
    2. CS:S assets
    3. HL2 assets

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Thank you for playing!