Portal 2

Portal 2

Community maps. For science.
Welcome to Aperture Laboratories, home of the Perpetual Testing Initiative. Easily create, share and play test chambers authored by and for the Portal 2 community. Do your part! Contribute to Science!
Learn More
BenVlodgi 9 12 Aug, 2012 @ 6:01pm
BEEMOD & BEE2 Add new elements to your puzzle editor
BEEMOD Version 1.05
A Portal 2 mod compatible with all operating systems, which adds 10 new items to the default Portal 2 palette.
Created by BenVlodgi & Rantis.
More information on the official page. http://portal2backstock.com/bee
https://www.youtube.com/watch?v=7tVigWr1JoI

BEE2 Version 2.5 Alpha
An external application(only compatible with windows) which exports modded resources files(compatible with all operating systems) for Portal 2.
The BEE2 allows the user to customize their palette with various items from other resouces mods, with the added ability to change the style of the compiled chamber.
Created by BenVlodgi & Carl.Kenner
More information on the official page. https://github.com/BEEmod/BEE2.2

BEE2 Version 4.0 [LATEST]
An external application(only compatible with windows) which exports modded resources files(compatible with all operating systems) for Portal 2. This new version is written in python and should be able to run on all operating systems. Check for the latest release here![github.com]
Created by Teamspen210 & Community

Remember
When you create your chamber remember to put the #BEEMOD in the description to help other find your map like right HERE!

If you want to learn how to go beyond the PTI altogether please check out TopHattWaffle's hammer tutorials[www.tophattwaffle.com].
To see the old OP including some situational updates about the product dating back to the BEEMOD 1.0.0 release you can view it here[pastebin.com].

Additional BEE2 Information
The BEE2.2.5 is very buggy and development on this branch has ceased. A skilled Portal 2 modder has actually fixed many resource bugs that were included in the release as well as adding new items. Pick up Teamspen210's Package of updates HERE![teamspen210.github.io]

BEE2.4.x is the best version to get. Get it Here![github.com]

The BEE2 itself is simply just an application which combines other mods together in a way that your Portal 2 client can understand.
The BEE2 comes with exclusive mod content(Rexura items) that have not been released in any other PTI mod. However the BEE2 does come packed with your favorite PTI mods. Check out the original versions of those PTI mods from the list below:
  • Carl Kenner's Style Mod - Integrates with your Puzzlemaker to allow you to build puzzles in other styles other than Clean. Get it HERE
  • HWM's PTI Extension - Adds new items to your PTI Palette, including visual gates, portal magnets, and more! Get it HERE[forums.thinking.withportals.com]
  • FGEMOD (Felix Griffin's Editor Mod) - allows your to change the layout and add new items to the PTI all by yourself. Get it HERE[forums.thinking.withportals.com]

BEE2 development details
  • BEE2 Version 1.* did not include stylemod support and was never released to the public.
  • BEE2 Version 2.* is a released version of the BEE2. The BEE2.2 in alpha and contains many bugs.
  • BEE2 Version 3.* was an overhauled version of the BEE2 written in C#, and used a WPF GUI. Development on this branch has ceased.
  • BEE2 Version 4.* is currently under active development. The BEE2.4 is written in Python as to support all operating systems. To participate in development clone the repo from GitHub[github.com].
Last edited by BenVlodgi; 3 Sep, 2022 @ 8:32am
< >
Showing 1,366-1,380 of 5,150 comments
Felix Griffin 6 9 Sep, 2013 @ 5:39am 
Originally posted by BenVlodgi:
Originally posted by Gemarakup:
Something that is wrong with the point push or the placement helper?
perhaps this is the problem in felix's vent, I don't know.. I've never opened it up.

The trick is that I can't predict where the floor will be beneath the vent, since you place it on a wall instead of a ceiling like Ben's. I'm working on getting it to work without all the clips.
Arkushet 2 9 Sep, 2013 @ 6:25am 
Originally posted by Felix Griffin:
Originally posted by BenVlodgi:
perhaps this is the problem in felix's vent, I don't know.. I've never opened it up.

The trick is that I can't predict where the floor will be beneath the vent, since you place it on a wall instead of a ceiling like Ben's. I'm working on getting it to work without all the clips.
That's good. I was really excited about having vactube puzzles.
Gemarakup 31 9 Sep, 2013 @ 7:04am 
You have a vactube already. THIS vactube is just so you'll be able to make it longer.
Slordar 89 9 Sep, 2013 @ 7:37am 
Why even have a pre set floor some puzzles could be made without that

and it would give you a better time at makeing it
Originally posted by Felix Griffin:
Originally posted by BenVlodgi:
perhaps this is the problem in felix's vent, I don't know.. I've never opened it up.

The trick is that I can't predict where the floor will be beneath the vent, since you place it on a wall instead of a ceiling like Ben's. I'm working on getting it to work without all the clips.
Last edited by Slordar; 9 Sep, 2013 @ 10:11am
BenVlodgi 9 9 Sep, 2013 @ 9:07am 
Originally posted by RADELITE:
Why even have a pre set floor some puzzles could be mad without that

and it would give you a better time at makeing it
Originally posted by Felix Griffin:

The trick is that I can't predict where the floor will be beneath the vent, since you place it on a wall instead of a ceiling like Ben's. I'm working on getting it to work without all the clips.
because the premade floor forces the portal to a specific location... the person who makes the item NEEDS to know where the portal is to properly control the suction... you wouldn't understand as you are using the item, and not making the item
Gemarakup 31 9 Sep, 2013 @ 9:21am 
Originally posted by BenVlodgi:
Originally posted by RADELITE:
Why even have a pre set floor some puzzles could be mad without that

and it would give you a better time at makeing it
because the premade floor forces the portal to a specific location... the person who makes the item NEEDS to know where the portal is to properly control the suction... you wouldn't understand as you are using the item, and not making the item
He also uses hammer you know... But I don't quite understand still why you need an info_placement_helper.
Last edited by Gemarakup; 9 Sep, 2013 @ 9:24am
BenVlodgi 9 9 Sep, 2013 @ 9:46am 
Originally posted by Gemarakup:
Originally posted by BenVlodgi:
because the premade floor forces the portal to a specific location... the person who makes the item NEEDS to know where the portal is to properly control the suction... you wouldn't understand as you are using the item, and not making the item
He also uses hammer you know... But I don't quite understand still why you need an info_placement_helper.
its the way the point_push translates through the portal.... it uses the amount of offset between the point and the portal and relates it directly through the portal with the same offset... so if the portal isn't lined up with the point, then things won't suck directly to the portal
I have other work arounds for this... however I didn't feel like implementing them for the PTI.. when you guys can just use the floor I provided
Arkushet 2 9 Sep, 2013 @ 11:14am 
Originally posted by Gemarakup:
You have a vactube already. THIS vactube is just so you'll be able to make it longer.
I mean puzzles that move stuff around, and not just destroy it.
| \_/ () 34 9 Sep, 2013 @ 12:20pm 
After i had a chance to try TeamSpen's new items and even make a map with them, I can give my impressions to it. This is my creation: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=177199612 I spent AN HOUR playing with reflection gel in the first playground room. just
look at the screenshots i made in the link above! - thanks, Carl!
The second can be a bit of a challenge, but I can rate the difficulty only as medium.
Thanks to BEE2 and TeamSpen210's additions to the mod, I think this map is awesome!

the 1/4 thick walls, the antline routers and the angled blocks and lasers are AWESOME! this whole chamber is constructed by them. the large faith plates, the grate panels and the retractable buttons look sooooo neat! the global cube dropper, the music, the sphere cannon, and the paint cleaner are also very well made. the world portals too (although i don't know what I can use them for).
BUT...
I had so big expectations about the conveyor, I sooo wanted to build a map with it. but it's bugged! it works only in the underground styles. in portal 1 or clean it looks like this (in portal 1 it looks orange): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=177222673 also, when the belt pushes you back to the wall, the tiles of it start to disappear and soon it looks like in the screenshot. and should it realy be made of seperated square tiles? I was expecting something like the bomb test in act 4 of the game (not sure, but I think there waren't such big holes between the belt's tiles...if it even has ones)

to see what I mean, play my map and tell me your answer in it's coments.

Edit: 2 questions:
can't the 1/4 thick walls be made so, that you can change their portalability by changing the "barier type" from "glass" to "grating"?
why does the conveyor belt get covered with gel every time a tiny gel drip falls on it?
Last edited by | \_/ (); 9 Sep, 2013 @ 1:24pm
Originally posted by Gemarakup:
Originally posted by | \_/ ():
Draw something in Paint for your avatar like I did. that's the easiest way to be unique.
I'm not really paying attention to it anyways.

just Draw a Wheatly and sted of the real wheatly.
TeamSpen210 16 9 Sep, 2013 @ 2:33pm 
The worldportals could be useful if you place them in the roof or floor, to make them change gravity. I also designed them to work as a better between-chamber door, since the antlines will connect better. I would have liked to make the quarter walls one item, but the item type just doesn't work that way. The conveyor belt is a bit glitchy due to the way I had to make it, I might have come up with a possible fix. It's supposed to be like the one in act 4, but that one works different, mine has to work for any distance. The act 4 one does have separated tiles, but a slightly different size.
| \_/ () 34 9 Sep, 2013 @ 2:54pm 
Originally posted by TeamSpen210:
The worldportals could be useful if you place them in the roof or floor, to make them change gravity. I also designed them to work as a better between-chamber door, since the antlines will connect better. I would have liked to make the quarter walls one item, but the item type just doesn't work that way. The conveyor belt is a bit glitchy due to the way I had to make it, I might have come up with a possible fix. It's supposed to be like the one in act 4, but that one works different, mine has to work for any distance. The act 4 one does have separated tiles, but a slightly different size.
ok, what about these 2 questions:
can't the 1/4 thick walls be made so, that you can change their portalability by changing the "barier type" from "glass" to "grating"?
why does the conveyor belt get covered with gel every time a tiny gel drip falls on it? (play my map and see what i mean)
itsCharlie20 33 9 Sep, 2013 @ 3:15pm 
what, did someone make a conveyor belt?

(ok, what about these 2 questions:
can't the 1/4 thick walls be made so, that you can change their portalability by changing the "barier type" from "glass" to "grating"?
why does the conveyor belt get covered with gel every time a tiny gel drip falls on it? (play my map and see what i mean) (Quote: | \_/ ())
TeamSpen210 16 9 Sep, 2013 @ 4:00pm 
I did make a conveyor belt item, it doesn't work too well at the moment though (I have some ideas to fix it). Due to how the puzzlemaker exports glass, I can't make the walls in one item. I think I know why the belt becomes completely covered by gel, and how to fix it.
< >
Showing 1,366-1,380 of 5,150 comments
Per page: 1530 50