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Moth's Useful Instances

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Some useful instances I made, that can serve two purposes:

* Quickly add nice things to your map

* Deconstruct, use bits, make new bits, gain UNDERSTANDING :-)

My plan is to expand this as I make more stuff.

Each instance has an accompanying screenshot of all 4 Hammer views, so you can see what it looks like without launchiing any tools.

Click 'show' below for a full list of contents:

Spoiler
*** ApSigns (1 instance)

aperture_1970s_gantry
-----------------------------------
1970s style Aperture logo, suspended from solid metal beams, with ambient spotlamps

*** Destroyed (2 instances)

DestroyedWall
-----------------------------------
Off-grid deformed black tiled wall

DestroyedWall2
-----------------------------------
Black tiled wall with missing pieces and bts back panels

*** Dynamic (2 instances)

glass_platform
-----------------------------------
template for a telescopic moveable plat. supports players, turrets, cubes, etc

Huge_Fan
-----------------------------------
complete wall assembly that casts epic shadows. Starts on at map spawn.

*** Factory (6 instances)

dlc1_RoobotArms
-----------------------------------
very small lab section with arms on a shelf, from dlc1

Freight_Boxes
-----------------------------------
Motorized railed transport filled with metal containers

glass_partition_01
-----------------------------------
A 3x3 detailed glass-panel wall section

glass_partition_withDoor
-----------------------------------
As above, with a doorway

tubular_elevator
-----------------------------------
Quick and dirty elevator. Scenery only but easily converted to a func_movelinear

turret_storage
-----------------------------------
Very tall storage area for turrets, with accompanying machinery.

*** Gameplay (2 instances)

RampArms_static
-----------------------------------
Ramp made from panel arms. Some destroyed or missing.

RampArms_static_collision
-----------------------------------
Clip brush to exactly fit the above

*** Lighting (6 instances)

old_wall_light_300
-----------------------------------
underground-style lamp with sitably coloured light entity (300br)

trussbox_curvedLights
-----------------------------------
many very-wide underground-style floodlights, angled towards a central point

underground_array_tower
-----------------------------------
Used extensively throughout underground maps

underground_array_tower__LightArm
-----------------------------------
Extra arms for the above

underground_array_tower_leaning
-----------------------------------
Alternative underground_array_tower with no arms

*** Office (8 instances)

big_empty_office_1970s
-----------------------------------
complete 1970s style office building with one doorway. Just add furniture!

chair_and_desk_1980s___XX
-----------------------------------
1980s style desk, chair, desk lamp, telephone, computer - 4 variations

lab_furniture_01
-----------------------------------
Block of machines and a whiteboard

observation_office
-----------------------------------
Small 'control room' with glass windows, houseplant

office_cube_3sided
-----------------------------------
Template for making custom-sized offices/control rooms

*** Spawns (1 instance)

PlayerSpawn_in_DropTube
-----------------------------------
Player spawn, with full portalgun-- falling intro, with a tube that auto-opens.

*** Underground (8 instances)

45_angled_paint_sprayer
-----------------------------------
Paint-pipe gusher, angled 45 degrees - as seen in a4_portal_intro map

1940s_reception
-----------------------------------
Complete relaxation area in a 1940s style.

1970s_welcome_area
-----------------------------------
underground-style elevator reception

DuctSystem
-----------------------------------
Miscellaneous hanging system of ducts

platform_with_legs
-----------------------------------
metal scaffolding with chipboard panels

precarious_platform
-----------------------------------
Hanging underground cube_dropper with suspended platform.

underground_WallSection_01
-----------------------------------
Various brushes & models, stuck together to make an interesting underground wall

Feedback is welcome, please rate this and post your comments. I'll post when I update.

---------------------------------------
New in r2:
---------------------------------------

* Huge Fan that casts epic moving shadows
* Tons of bts office stuff
* Underground lighting
* Factory stuff!

File Name: Moth_instances_r2.rar
File Size: 6.39?MiB
Moth's Useful Instances

File Name: Moth_instances_r2.rar
File Size: 6.39 MiB
Click here to download Moth's Useful Instances

Image

"Such monstrous sucking-constructions aren't built within one afternoon"

How useful! Thanks! :thumbup:

Image
More information Here

"Pretty is better than ugly, but if it doesn't work, ugly is better than pretty"
-Phyton

There are some really nice instances, thanks for that!
But maybe it's useful to put them in your description as well? :D

~Lp

Good idea! - Updated main thread with a collapsible list ;-)

Image

"Such monstrous sucking-constructions aren't built within one afternoon"

You should be a Community Contributor after uploading all of THAT. 36 instances, that's impressive. I could only stand doing the Disc and Disk Player set I made and that took about week. You must have a lot of motivation to create 36 instances.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

My only motivation is the desire to be a better mapper. I came to Hammer from Radiant - the transition between editors was an absolute nightmare. I didn't know about instances then, and wished more than anything for there to be prefabs, to increase my efficiency and help me to learn.

I've been working on these since P2 Authoring Tools was released. My ultimate goal is to go through all the campaign maps (sp, coop and dlc maps) and isolate sections in a similar manner to these. Rather than blatantly copy and paste Valve's work, I will be re-creating as much as possible, which will improve my skill, and help contribute to this community, which I owe everything to.

.. oh, and there's more than 36 - There's also a 'unique' folder - got to leave SOMETHING as an easter-egg ;-)

Image

"Such monstrous sucking-constructions aren't built within one afternoon"
Moth wrote:
.. oh, and there's more than 36 - There's also a 'unique' folder - got to leave SOMETHING as an easter-egg ;-)

Of course.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

When you rotate the fan, the axis of the rotation stays

I dont think that he will fix that after 3 years ...

l1zardr0ckets wrote:
When you rotate the fan, the axis of the rotation stays

That's not something that can be fixed, because it uses a func_rotating.

Falsi sumus crusto!
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