Portal 2 Guide

How to choose your loading screen for Portal 2

How to choose your loading screen

Overview

Hi everyone. First off, before you read the guide, be informed that this guide is only useful to maps made or edited in hammer world editor. If you do not use or do not know how to use hammer, then this guide will be near useless.Happy modding,Tmast98

Choosing Your Screen

First off, to get a custom loading screen you must reload and recompile your map with any of these name setups:

sp_a1_(map name here) for GLaDOS wakeup loading screen (used in chapter 1)
sp_a2_(map name here) for reconstructing test chamber loading screen (used in chapter 2)
sp_a3_(map name here) for underground loading screen (used in chapter 6)
sp_a4_(map name here) for Wheatley loading screen (used in chapter 8)
sp_a5_(map name here) for endless space, with stars (not Wheatley and the Space Core) (never used)

You must recompile your map when you rename it or the cubemaps in the map will be broken!

Removing the Auto-PortalGun

You may notice that your map automatically gives the player a dual-portal device. To remove this follow these steps:

1. Around the player spawn point (or eleavator) place a brush with trigger texture.
2. Make this entity a trigger_weaponstrip, make sure it starts enabled, name it weaponstrip.
3. Make a logic_auto using the entity tool.
4. Add the output to the logic auto: onmapspawn, weaponstrip, disable, with a .5 delay.

Optional (Single PortalGun on Spawn)

1. Make a point_client command entity and name it clientcommand
2. Add the output to the logic auto: onmapspawn, clientcommand, command, give_portalgun, with a delay of .6.

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