Portal 2

Portal 2

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How to install/use Bee2.4 (Updated Oct 15, 18)
By Scruffygamer (SFM COMMISSIONS)
Minor Changes:

April 6th, 22:

- Updated download link





MANY SECTIONS OF INFORMATION HAVE BEEN EITHER TAKEN FROM THE GITHUB PAGE OR FROM THE BEE2 PROGRAM!

Credits go to TeamSpen210 for keeping the amazing BEE2 alive!

WIKI: https://github.com/BEEmod/BEE2-items/wiki

FORUMS: https://github.com/BEEmod/BEE2-items/issues

DOWNLOAD HELP: https://github.com/BEEmod/BEE2-items/releases

Guides to help you:

http://cs2bus.com/sharedfiles/filedetails/?id=930032565&searchtext=bee2

http://cs2bus.com/sharedfiles/filedetails/?id=312901555&searchtext=bee2

http://cs2bus.com/sharedfiles/filedetails/?id=164226888&searchtext=bee2
   
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Credits
Credits to TeamSpen210 for allowing me to use some information from the program and wiki!

Credits to all of the other creators of all the items, and thank you for making BEE2 possible!


Downloading BEE2
Alright. Here's the first step:

You will need to download these two .zip files. Links here:

Main[github.com]

Packages (REQUIRED)[github.com]

After they are done downloading, you will open the BEE2.4.00pr24_packages.zip, take the package folder, and place it anywhere on your computer.

  • You got the packages, now open the BEE2.4_pr24_win.zip, take its contents, and place it anywhere on your computer.

  • After that, you will head over to the bin folder of common/Portal 2/portal2_dlc2, open it, and then open BEE2.exe.

  • It will ask you to select your portal2.exe. Go ahead and do that, and you should be good to go. Just let it open and finish extracting itself.


Step Complete.
Using Program
Alright, so now you've gotten the program all extracted and ready. You may be confused what's

going on. There are quite a few windows going with it.

Program[i.imgur.com]

Let me go through the interface.


Palettes

Palettes[i.imgur.comhttp]

  • The palettes are for deciding and changing your items.

The available palettes are:

Aperture Tag
BEEMod
Blank
Portal 2
Portal 2 Collapsed

You can create your own palette.


Compile Options

  • Compile Options are used to change the options of the compiling of your puzzle.

Here are the 2 sections:

___________________________________________________________________________

Map Settings

  • You can change the settings of your map.

Voicelines:
- Use voiceline priorities

  • Only choose the highest-priority voice lines. This means more generic lines will only be chosen if few test elements are on the map. If disabled any applicable lines will be used.

Spawn at:
- Entry Door
- Elevator

THIS ONLY WORKS IN PREVIEW!

  • It decides whether to spawn at the entry door or the elevator.
Corridor:

  • Corridors force a specific entry/exit corridor to be used, instead of the random variants.

Player Model (SP):
(Choice)
- Bendy
- Chell
- ATLAS
- P-Body

  • Select either of them and get the character model of your choice as your player model!

__________________________________________________________________________

Compile Settings:


Thumbnail:
(Choice)
- Auto
- Custom
- PeTI

- Cleanup old screenshots (optional)

  • If auto, then it will override the map image to use a screenshot automatically taken from the beginning of a chamber. Press f5 to take a new screenshot. If the map has not been previewed recently (within the last few hours), the default PeTI screenshot will be used instead.

  • If custom, then you will use a custom image for the map preview image. Click the screenshot to select. Images will be converting to JPEGs if needed.

  • If PeTI, it will use the normal editor view for the map preview image.

  • If you check "Cleanup old screenshots", then it will automatically delete unused automatic screenshots. Disable if you want to keep things in "portal2/screenshots".

Lighting:

  • If fast, then it will compile with lower-quality, fast lighting. This speeds up compile times but does not appear as good. Some shadows may appear wrong. When publishing, this is ignored.

  • If full, then it will compile with high-quality lighting. This looks correct but takes longer to compute. Use if you're arranging lights. When publishing, this is always used.

  • If you check "Dump packed files to:", then when compiling, it will dump all files which were packed into the map. Useful if you're intending to edit maps in Hammer.
    ___________________________________________________________________________

    Export Options:

    • You can change the styles, music, the voices, the skybox, and the elevator video.
    _____________________________________________________________________

    Music:

    • This controls the background music used for a map. Some tracks have variations which are played when interacting with certain testing elements.

    _____________________________________________________________________

    Voice:

    • Voice lines choose which extra voices play as the player enters or exits a chamber. They are chosen based on which items are present on the map. The additional "Multiverse" Cave lines are controlled separately in Style properties.

    Here are the available voices:
    - Nigel (Aperture Tag)
    - Wheatley
    - Announcer (Apoc)
    - Announcer (BTS)
    - Caroline
    - Cave (50s)
    - Cave (60s)
    - Cave (70s)
    - Cave (80s)
    - Cave (All)
    - GLaDOS (Apoc)
    - GLaDOS
    - Human GLaDOS

    Skybox

    • The skybox decides what the area outside the chamber is like.

    Elev Vid:

    • Changes the elevator video.
______________________________
LOGIC ITEMS BELOW THIS SECTION!
Triggers [LOGIC - ITEM]
Logic:

Triggers:
  • Triggers can be placed in a chamber to trigger events to occur when the player walks through them. Triggers are invisible in-game. Triggers can be resized by connecting two triggers of the same type. The area between them will become one trigger. All triggers will activate when a player walks into them, but the way this is done changes between trigger types. Triggers have a Button-Type option to choose which of the three types. If the "Show Triggers In-Game" stylevar is enabled, triggers will be visible while playtesting the level (but not when publishing).

Trigger Once:
  • Trigger Once will activate permanently when a player walks into it. Even if you exit a Trigger Once, it will not be deactivated. The only way to turn off a Trigger Once is to restart the map. This trigger type can be selected using the "Weighted" Button-Type option.

Trigger Multiple
  • Trigger Multiple will activate when a player walks in but will deactivate again when the player walks out. This trigger type can be selected using the "Cube" Button-Type option.

Trigger Autosave
  • Trigger Autosave is not like the other two triggers because it does not activate things it is connected to. Instead, it will save the game where the trigger is. This trigger type can be selected using the "Sphere" Button-Type option.


Properties

  • Connect to... - Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.

  • This item supports outputs, which activate/deactivate differently depending on the trigger type (see above).

  • Button Type - Allows choosing the trigger type (see above).
Logic Gates [LOGIC - ITEM]
  • Logic Gates are an item in the BEE2 created by BenVlodgi and Rantis. There are currently four types of Logic Gates: AND, OR, NOT and XOR. These are available in visible and invisible versions. The visible version was created by HMW.

Usage:

  • Logic Gates are used to allowing more complex input combinations in a chamber. All three types of Logic Gates will accept inputs and outputs, something not used in any standard PeTI items. The item has a Button-Type property to choose which gate is used.

AND Gate:

  • A standard AND gate. Will activate the output when all inputs are active. This logic gate can be selected using the "Weighted" Button-Type option.

  • The AND Gate is also useful when you need to create an arranged antline to items that have messy/missing connection points like the case of the Light Bridge, which lacks a central connection, by connecting and placing the AND Gate on the Item, and then connecting any kind of Button to the Gate, then setting the item´s connection to "None" and then only leaving the antline generated by the AND Gate and the Button connection visible.

OR Gate

  • A standard OR gate. Will activate the output when any number of inputs are activated. This logic gate can be selected using the "Cube" Button-Type option.

NOT Gate

  • A standard NOT gate. This gate is supposed to activate the output when all inputs are off, but this doesn't usually work. This logic gate can be selected using the "Sphere" Button-Type option.

XOR Gate

  • A standard XOR (Exclusive OR) gate. Will activate the output when an odd number of inputs are active. This logic gate can be selected using the "Sphere" Button-Type option on Visible Logic Gates.

Visible HMW Logic Gates


  • These meet almost the same function as BenVlodgi´s ones, but the difference is that these are visible in-game. They re useful when you need to place an AND/OR Gate, and a visible puzzle connection is a priority. The HMW version has the XOR Gate instead of the buggy NOT Gate. AND, OR and XOR Gates can be inverted by setting the "Start reversed" property on.

Properties

  • Connect to... - Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.
  • This item supports inputs, to enable/disable the different inputs for the gate.
  • This item supports outputs, which will trigger when the required inputs are active.




Input A and B [LOGIC]
Invalid position! Due to limitations of GitHub, it is not possible to have this item's proper name, "Input A/B" displayed in the title.

Input A/B
is a set of items in the BEE2 created by TeamSpen210. They allow you to send two inputs into an item, which will activate different things on the same item. These items share their Button Type property with the SR Latch. Input A and Input B each have an entity cost of three.

Usage

  • Input A and Input B are invisible in-game, meaning that you can place them wherever you want without them getting in the way. They work best when used with None connection visibility, but can be used with antlines.

  • One example of an item with two inputs is the Death Fizzler. Input A controls the fizzler part and Input B controls the laser field part. This means that if you have a death fizzler set to start the fizzler and laser field enabled, and you activate input A, it will become a laser field (because the fizzler is being turned off), and vice-versa.

Properties

  • Connect to... -
    Standard connection property. Allows you to connect the item to a button etc. using antilines, signage, or no connection at all. Also has Connection Visibility and Remove Connections.
  • Button type -
    Allows you to choose between Input A, Input B and SR Latch
.
  • Start Enabled -
    Only used for the SR Latch.
SR Latch [LOGIC - ITEM]
  • The SR Latch is an item in the BEE2 created by TeamSpen210. It is a standard Set/Reset latch which is invisible when placed in a chamber. It shares its Button Type property with Input A/B items. The SR Latch has an entity cost of 3.

Usage

  • The SR Latch is invisible in-game and appears as a Invisible NOT Gate in the editor. It is a standard Set/Reset Latch and relies on Input A and B items to work. When Input A is activated, the SR Latch will set the output on. When Input B is activated, the output will be reset to the off state.

Properties

  • Connect to... - Standard connection property. Allows you to connect the item to a button etc. using antlines, signage, or no connection at all. Also has Connection Visibility and Remove Connections.
  • Button Type - Allows you to choose between Input A/B or the SR Latch
Start Enabled - Makes the SR Latch start on.
Toggle Latch [LOGIC - ITEM]
  • The Toggle Latch is an item in BEE2.4, created by TeamSpen210. It allows toggling a signal on and off based on a rising-edge input.


Usage:

  • To use the toggle latch, place it in the chamber and connect it to two items: the item that activates the latch and the item that gets activated when the latch toggles on. When the input signal is enabled, the output will be turned on. When the input is disabled, however, the latch will remain in it's activated state, and will only deactivate again if the input is re-enabled. This behavior is similar to the SR Latch, except that it can be toggled both on and off using just one input.


Properties

  • Connect to... - Used to connect this item to another via inputs and outputs. Connection visibility controls how this connection appears, and Remove connections can be used to remove an existing connection
  • Start enabled - Controls the initial state of the latch.
  • This item accepts inputs.
  • This item has an output.
  • This item may not be rotated.
  • This item does not take up any space inside walls.
  • This item can be placed in any orientation.
Delayer [LOGIC - ITEM]
  • The Delayer is an item in the BEE2.4. It allows you to delay the activation or shutdown of an item.


Usage:

  • To use a delayer, place it on the map and connect two items to it: The item outputting the signal, and the item receiving the signal. There are three Delayer variants chosen via the Button Type option: Activation, Shutdown and Both. The timer property is used to configure how long the activation/shutdown should be delayed. During the time between the input activating/deactivating and the output activating/deactivating, a timer sound will be heard, much like a pedestal button.


Properties:

  • Connect to... - Used to connect this item to another via inputs and outputs. Connection visibility controls how this connection appears, and Remove connections can be used to remove an existing connection.
  • This item supports inputs, which activate or shut down the output after a delay.
  • This item supports outputs, which enable/disable after the delay.
  • Timer property - Allows choosing a value between 3-30 and infinite. Configures the delay before the activation/shutdown of the output.
Save Point [LOGIC - ITEM]
Usage

  • Saves the player's progress when they enter the marked voxel.

Properties

  • This item does not accept any inputs.
  • This item does not output.
  • This item may not be rotated.
  • This item does not take up any space inside walls.
  • This item can be placed in any orientation

  • This item works the same to the Trigger Autosave. I would honestly recommend using the Trigger Autosave to save your progress in a chamber.

Portal Magnet [LOGIC - ITEM]
Usage

  • Places a portal_placement helper that nearby portals will align to.

Properties

  • If Start Enabled is checked this forces portal orientations to match the item so you can turn portals sideways or upside down!
  • This item does not accept any inputs.
  • This item does not output.
  • This item can be pointed in 4 directions.
  • This item does not take up any space inside walls
  • This item can be placed in any orientation.
______________________________
CUSTOM FIZZLER ITEMS BELOW!!!
Standing Fizzler [FIZZLER - ITEM]
  • The Standing Fizzler is an item in BEE2.4 created by Lautaro. It is a Fizzler in standing position which is supported by 4x1x1 sized blocks at each side of it, which makes it very much practical since you do not have to add any surfaces on each side just to support their frames. Good if you want to free up geometry space around the fizzler when you have to use it for specific spots.


Usage

  • This item can be used to replace the Fizzler from the vanilla editor for some situations where adding extra block geometry just to support their frames would not look good and would be a waste of geometry space. Here are some basic examples with illustrative pictures, showing the item´s possibilites where it could be used to be placed in a block where the player or test elements are supposed to go across.

  • Also it could be used to stop players from using certain test elemets such as Light Bridges in a specific spot until the fizzler gets disabled via connection/s.

  • Another example would be on a corridor made of blocks which conducts the player from the side of a puzzle to another.


Special Features

  • Auxiliar pillars and colour of the surface: each pillar will match the colour of the surface it is mounted on. If the block where the pillar/s is supposed to be attached is not pressent, auxiliar pillar/s with their appropiate size will be added to keep supporting the Fizzler and the colour will be taken from there.

Gridded surfaces:
  • these will be generated on the surfaces where the pillars are mounted on.

Free of texture overlaps:
  • there is an intelligent system in the configuration file of the item which was developed for particular situations. When any of the pillars are inside of a block, this system prevents issues such as texture overlaps from appearing.


Properties:

  • It can be resized up to 3 levels by using their ButtonType Property.

  • It is able to be placed in 8 different positions like a light strip within a block.

  • Connect to... - Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.

  • This item supports inputs, to toggle the field on/off.

  • Start Enabled - Choose whether or not the fizzler should start active.
Death Fizzler [FIZZLER - ITEM]
  • The Death Fizzler is an item in the BEE2 created by LpFreaky90 and TeamSpen210.
    It is a Laser Field and Fizzler combined into one item: It will fizzle objects and kill the player. In the editor, it is placed like a normal fizzler, allowing you to extend it upwards and downwards. The entity cost of the Death Fizzler is currently unknown.
Usage

  • The Death Fizzler is actually just a fizzler and laser field in the same place, although it doesn't render this way. It uses the input A/B items to control the two. Input A controls the fizzler, and Input B controls the laser field. Additionally, Start Enabled decides whether or not the fizzler starts on and Start Reversed decides whether or not the laser field starts on. This means that if you have a death fizzler set to start the fizzler and laser field enabled, and you activate input A, it will become a laser field (because the fizzler is being turned off), and vice-versa. When both the fizzler and the laser field are active, it has a different texture (see Gallery).

Properties

  • Connect to... - Standard connection property. Allows you to connect the item to a button etc. using antlines, signage, or no connection at all. Also has Connection Visibility and Remove Connections.
  • Hazard Type - This doesn't do anything, it is needed on fizzler items to prevent crashes.
  • Start Enabled - Chooses whether or not the fizzler starts on.
  • Start Reversed - Chooses whether or not the laser field starts on.
Matter Inquisition Field [FIZZLER - ITEM]
  • The Matter Inquisition Field is an item in the BEE2 created by FourthReaper and TeamSpen210.
    It is a custom fizzler which will fizzle objects but not portals.

Usage

  • The Matter Inquisition Field will fizzle objects which pass through, but will not fizzle portals. Inputs can be used to turn this item on and off.
Properties

  • Connect to... - Standard connection property. Allows you to connect the item to a button etc. using antlines, signage, or no connection at all. Also has Connection Visibility and Remove Connections. This item accepts inputs (to turn on/off).
  • Hazard Type - This doesn't do anything, this option is needed on fizzler items to prevent crashes.
  • Start Enabled - Chooses whether or not the fizzler starts on. Defaults to true.
Force Deflection Field [FIZZLER - ITEM]
  • The Force Deflection Field is an item in the BEE2 created by FourthReaper and TeamSpen210.
    It is an orange fizzler which acts as a toggleable grating, blocking players and objects, but not portal shots when enabled

Usage

  • The Force Deflection Field is basically a toggleable grating. Players and objects cannot pass through, but portal shots can.

Properties

  • Connect to... - Standard connection property. Allows you to connect the item to a button etc. using antlines, signage, or no connection at all. Also has Connection Visibility and Remove Connections.
  • Hazard Type - This doesn't do anything, the option is needed on fizzler items to prevent crashes.
  • Start Enabled - Chooses whether or not the fizzler starts on
Compressed Smoke Field [FIZZLER - ITEM]
  • The Compressed Smoke Field is an item in the BEE2 created by FourthReaper and TeamSpen210
    . It is a purple fizzler which blocks the player and portals.

Usage

  • The Compressed Smoke Field blocks players and portals, however, it does not block objects such as cubes. It can be toggled on and off using connections.

Properties

  • Connect to... - Standard connection property. Allows you to connect the item to a button etc. using antlines, signage, or no connection at all. Also has Connection Visibility and Remove Connections. This item accepts inputs (to turn on/off)
  • Hazard Type - This doesn't do anything, this option is needed on fizzler items to prevent crashes.
  • Start Enabled - Chooses whether or not the fizzler starts on
Paint Fizzler [FIZZLER - ITEM] [APERTURE TAG]
  • The Paint Fizzler is an item in the BEE2 created by Carl Kenner and TeamSpen210.
    This fizzler destroys all kinds of paint.

    Usage

    • On contact, Paint Blobs explode immediately. Physics objects like Cubes and Turrets are cleaned on contact as well.

    Properties

    • If the Dropper is set to Allow Streaks, some gel may be able to get past the fizzler.

Paint Gun Activation Field [FIZZLER - ITEM] [APERTURE TAG]
  • A special fizzler which controls the Aperture Tag Paint Gun.

Usage

  • Place the sign item near a 'normal' fizzler, and connect the two together. The fizzler will then be converted to a Paint Gun Activator. The settings are applied when the player moves from the side of the fizzler the sign is placed on.

Properties

  • The Start Enabled and Start Reversed properties toggle Repulsion and Propulsion Gel, respectively.
  • If only one gel is selected, Auto Respawn controls what the other color does. If checked, the other color will be unaffected by this fizzler. If unchecked, this fizzler will turn it off in both directions.
  • Other inputs to the fizzler item will allow turning it on and off.
    • In Co-op mode, the fizzler also resets P-Body's Portal Gun and blocks portal shots.
Closed Solid Field [FIZZLER - ITEM]
  • The Closed Solid Field is an item in BEE2.4 created by TheDarkBomber. It is a grey fizzler which blocks everything. Closed Solid Field can be shortened to CSFi.


Usage

  • The Closed Solid Field blocks everything, including excursion funnels, lasers, light bridges, portal shots, the player, cubes, and turrets. However, paint adheres to this item. This item basically acts like a wall, that can be toggled on and off.


Properties:

  • Connect to... Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.
  • This item accepts inputs to toggle the field on/off.
  • Hazard Type - This doesn't do anything, the option is needed on fizzler items to prevent random crashes.
  • Start Enabled - Chooses whether or not the fizzler starts as active.
  • This item does not output.
  • This item can be centered in two directions, plus on the sides.
  • This item does not take up any space inside walls.
  • This item can be placed in any orientation.
Physics Repulsion Field [FIZZLER - ITEM]
  • The Physics Repulsion Field is an item in BEE2.4 created by Felix Griffin and added by TheDarkBomber. It is a green field which blocks physics objects (like cubes), but nothing else.


Properties:


  • Connect to... - Used to connect this item to another, through inputs and outputs. Connection Visibility controls how this connection appears, and Remove connections will allow you to remove an existing connection.
  • This item supports inputs, to toggle on/off.
  • Hazard type - This doesn't do anything, the option is needed on fizzler items to prevent random crashes.
  • Start Enabled - Whether or not the fizzler should start active.
  • This item does not output.
  • This item can be centered in two directions, plus on the sides.
  • This item does not take up any space inside walls.
  • This item can be placed in any orientation.
Radiative Flux Field [FIZZLER - ITEM]
  • The Radiative Flux Field, also known as the Pellet Sensor Field or Radiative Flux Rectangle, is an item in BEE2.4 created by Mevious, and added by TeamSpen210. It is a custom fizzler which detects High Energy Pellets passing through it, and activates outputs. The Fizzler Output Relay is needed to connect outputs. The field can be either timed or toggle, based on the setting in the relay.

  • If the timer property is set to infinite, it will behave as a toggling field - toggling the output whenever a pellet touches it. If a time is set, it will activate the output for that period whenever a pellet passes through.

Properties:

  • Hazard Type - This doesn't do anything, the option is needed on fizzler items to prevent random crashes.
  • The Fizzler Output Relay also has a timer property and connection property, which affect this item if they are placed in the same position.
  • This item does not accept any inputs.
  • This item does not output.
  • This item can be centered in two directions, plus on the sides.
  • This item does not take up any space inside walls.
  • This item can be placed in any orientation.
Absolute Fizzler [FIZZLER - ITEM]
  • The Absolute Fizzler is an item in BEE2.4 created by tuleby (CZ) and TeamSpen210. It is a more powerful version of the regular Emancipation Grill which affects all portals. In addition to the effects of normal fizzlers, this will destroy all portals, except those created by active Auto Portals (since they will immediately reopen). In Co-op, this will fizzle the other player's portals as well as your own.


Usage:

  • This Fizzler can be used to save space on fizzlers in Co-op, and also be used to erase Portals when you have a Portal On-Off Button map.


Properties:

  • Start Enabled - Determines if it will start on or off. (Thus accepting Inputs!)

  • Hazard Type - Only here to prevent crashes. Don't bother changing it
Lifeform Sensor [FIZZLER - ITEM]
  • The Lifeform Sensor is an item in BEE2.4 made by Ben Bryant (Mevious) and TeamSpen210. This is a fizzler-style field which toggles an output whenever players cross through the field. Players must leave on the opposite side to the one they entered in. This requires use of the Fizzler Output Relay.


Properties:

  • Hazard Type - Only needed to prevent crashes. Ignore.
______________________________
HIGH ENERGY PELLET ITEMS BELOW!
High Energy Pellet Launcher [HEP - ITEM]
  • The High Energy Pellet Launcher is an item in BEE2.4. It is one of the High Energy Pellet items. It will fire High Energy Pellets out of it when active. This item was ported from Portal 1, where it appears commonly. The High Energy Pellet Launcher has an entity cost of 12.

Usage

  • The High Energy Pellet Launcher is a key part of High Energy Pellet puzzles, as it is what allows the High Energy Pellet to be generated in the first place. it has a timer property to choose how long the pellet's "life" will be. If set to infinite, it will become a green High Energy Pellet which will last until the launcher is disabled. This behavior is taken from the Rexaura mod for the first game. The auto-respawn property can be used to change pellet respawning behavior - if disabled, pellets will not respawn once a catcher is activated by this pellet.

Properties

  • Connect to... - Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.
  • This item supports inputs, to enable/disable spawning pellets (timed), or spawn/destroy a pellet (infinite).
  • Start enabled - Whether or not this item should start active.
  • Auto-respawn cube - Whether or not pellets should keep spawning once this launcher's pellet has activated a catcher.
  • Timer delay - A timer widget which allows choosing a value of 3-30 or infinite. Determines how long the pellet's "life" should be. If set to infinite, a green high energy pellet will be fired.
High Energy Pellet Catcher [HEP - ITEM]
  • The High Energy Pellet Catcher is an item in BEE2.4. It is one of the High Energy Pellet items. It will activate an output when it receives a High Energy Pellet. This item was ported from Portal 1, where it appears commonly. The High Energy Pellet Catcher has an entity cost of 13.

Usage

  • The High Energy Pellet Catcher is a key part of High Energy Pellet puzzles, as it is what detects High Energy Pellets and activates things. It has a timer property to choose how long the output should stay active. If set to infinite, it will behave like normal. The timed behavior is taken from the Rexaura mod for the first game.

Properties

  • Connect to... - Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.
  • This item supports outputs, which will activate when a pellet is caught, and deactivate after a set amount of time (if configured).
  • Timer delay - A timer widget which allows choosing a value of 3-30 or infinite. Determines how long the output should stay active.
Infinite High Energy Pellet [HEP - ITEM]
  • The Infinite High Energy Pellet is an item in BEE2.4. It is one of the High Energy Pellet items. It is an infinite green High Energy Pellet, which can be placed directly into test chambers. This item was ported from Portal 1, where it appears only once. The Infinite High Energy Pellet has an entity cost of 2.

Usage

  • The Infinite High Energy pellet is like a normal High Energy Pellet, but it is green and will last infinitely. As well as being used for puzzles, this item can also be used as a hazard, as it is in Portal 1.

Properties

No properties
Cube Deflector [HEP - ITEM]
  • The Cube Deflector is an item in the BEE2. It is one of the High Energy Pellet items. It is a cube holder from the Rexaura mod for Portal 1. It will hold a cube in place so that a High Energy Pellet can bounce off it. However, it will only work if the High Energy Pellet passes through from the correct direction. If it hits the cube from the wrong direction, the pellet will explode.

Usage

  • When placed into a chamber, Cube Deflectors will have a 4-way rotation handle. They can be used to change the direction of High Energy Pellets without using portals. They will activate when a cube is brought near one, holding the cube in place. It can be removed by picking it up. If a High Energy Pellet hits the cube from the correct side, it will bounce off and the cube will be fizzled (if the Pellets Destroy Cubes stylevar is enabled). If the pellet hits it from the wrong side, both the cube and pellet will be destroyed. Reflection Cubes and FrankenTurrets, when placed on the platform, will be oriented with their protrusions facing outward (so they do not affect the bounce). Spheres can be placed on the platform, but they cannot be used to perform bounces and will immediately fall off or be ejected.

Properties

No properties
Positronic Energy Orb [HEP - ITEM]
  • The Positronic Energy Orb is an item in the BEE2. It is one of the High Energy Pellet items. It is a purple orb on a piston from the Rexaura mod for Portal 1. It will destroy any High Energy Pellets that touch it, and harm the player. Inputs can be used to extend and retract the piston, much like piston platforms. Positronic Energy Orbs have an entity cost of 23.

Usage

  • When placed, the height of Positronic Energy Orbs can be adjusted like a piston platform, as you can set two positions. They can be used to make a barrier which High Energy Pellets cannot get past. Another use for them, seen commonly in Rexaura, is to prevent random bouncing of High Energy Pellets. Place the catcher in a separate room, and put Positronic Energy Orbs around the sides. If the pellet is randomly bounced in, it will likely hit one of them. But if it is put in as intended, it will not hit them and reach the catcher.

Properties

  • Connect to... - Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.
  • This item supports inputs, to move between the first and second positions.
______________________________
DECORATIVE ITEMS BELOW!
Cutout Tile [DECORATIVE - ITEM]
  • Cutout Tile is an item in the BEE2.4 Default Pack created by TeamSpen210. When placed on two corners on the floor, and connected, they will generate broken tiles on the floor. They are always non-portable and do not accept much gel. In Overgrown, they appear as a partially removed floor tile.

Usage

  • They can be used for decorative purposes, or to not allow gel on a certain surface. You can place one without a connection to make only one block cut out.

Properties

  • Connect to... - Standard connection property. Allows you to connect the item to a button etc. using antlines, signage, or no connection at all. Also has Connection Visibility and Remove Connections.
______________________________
BUTTON ITEMS BELOW!
Retractable Pedastal Button [BUTTON - ITEM]
  • The Retractable Pedestal Button is an item in the BEE2 created by TeamSpen210. It appears as a platform mounted button that can retract or withdraw from the floor/wall. In Old Aperture styles, they appear as buttons that don't move up or down, but stay in position and can be activated or deactivated. It is called the Locked Pedestal Button in this style.

Usage

  • They occupy the center of a block, and cannot be pushed unless fully up. They function similar to the Conductive Plate, other than it is not activated by cubes/spheres. When retracted, the button is covered by a glass door.

Properties

  • Connect to... - Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.
  • This item supports inputs, to retract/extend the button.
  • This item supports outputs, which activate for a period of time or infinitely when the button is pressed.
  • Start Enabled - Makes the button startup. It will retract when the input is activated.
  • Timer Delay - Timer widget which allows choosing a value of 3-30 or infinite. Determines the amount of time the output should stay active when the button is pressed.
Protruding Pedestal Button [BUTTON - ITEM]
  • The Protruding Pedestal Button is an item in BEE2.4 created by Lautaro. It is a pedestal button on a protrusion from the surface it is attached to. It behaves identically to the vanilla Pedestal Button.

Usage

Protruding Pedestal Buttons can be used to make a button attached to the side of a wall that the player must use a light bridge to reach. It can be placed in 3 different positions (Left, Centered, and Right) within a block, by using Button Type. It can also be used to make buttons at edges of platforms, since the button´s face can be rotated to face inwards by using "Start Reversed".

  • It is recommended to use antline Router Strips to control antline placements.

Properties

  • Connect to... Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.

  • This item supports outputs, which will activate for a set duration or infinitely when the button is pressed by the player.
  • Timer Delay: A timer widget which allows choosing a value of 3-30 or infinite. Determines the amount of time the button should stay pressed, in seconds.
  • Start Reversed: Rotates the button to face inwards. Useful when the block next to the button is empty.
Left-Middle-Right-Pedestal-Buttons [BUTTON - ITEM] [COMING SOON]
  • The Left/Middle/Right Pedestal Button is an upcoming item in the BEE2.4 created by Lautaro. It is a pedestal button that can be placed in 3 different positions (Left, Middle, and Right) by using their Button Type property. It behaves identically to the vanilla Pedestal Button in-game.


Usage:

  • It is useful for situations where a pedestal button is connected to an item such as a Piston or Track Platform, as you can place the button right next to it.


    Properties:

    • Connect to... Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.
    • This item supports outputs, which will activate for a set duration or infinitely when the button is pressed by the player.
    • Start Reversed: When enabled, the button will face towards the outside of the voxel.
    • Timer Delay: A timer widget which allows choosing a value of 3-30 or infinite. Determines the amount of time the button should stay pressed, in seconds.

______________________________
OTHER ITEMS BELOW!
Vactubes [OTHER - ITEM]
  • Vactubes are an item in the BEE2 created by TeamSpen210.
    They suck cubes and players through a tube to a certain location. The entity cost of Vactubes is based on how long the vactube segments are, and so this amount is not displayed in the BEE2 program.

Usage

  • To use vactubes, rotate the handle in the direction you want the things to be sucked through. There are 3 sizes, small, medium, and large corners. To make a corner, place 2 vactubes and connect them with "Connect to..." in the order you want the player to travel.

Properties

  • Connect to... - This is normally used to connect inputs and outputs between items. However, Vactubes use this for a different purpose, to choose the path for the vactubes. Connection visibility has no effect (connections are always invisible), and Remove connections will remove an existing connection.
  • Button Type - Allows you to choose the corner size of the vactubes
Large Faith Plate [OTHER - ITEM]
  • The Large Faith Plate is an item in the BEE2 created by TeamSpen210.
    It is a faith plate which takes up almost an entire tile and can be toggled on and off. This faith plate variation is best used to launch objects in the opposite direction, or straight up/down if used on the floor/ceiling. This item has an entity cost of 3 with no connections and 8 with connections.

Usage

  • Large Faith Plates can be placed on any surface. When placed, the player will also need to drag a trajectory target to where it will shoot. Large faith plates should be used like in Chapter 3 Test Chamber 10, where the player has to bounce between the two walls.

Properties

  • Connect to... - Standard connection property. Allows you to connect the item to a button etc. using antilines, signage, or no connection at all. Also has Connection Visibility and Remove Connections.
  • Start Enabled - Makes the item start on. It will turn off when the input is activated.
Portal Gun Pedestal [OTHER - ITEM]
  • Portal Gun Pedestal is an item in the BEE2 created by Felix Griffin and TeamSpen210.
    It is a portal gun mounted on a pedestal, like in Test Chambers 02 and 11 from Portal 1. When enabled, the gun will rotate and fire portals in four directions provided each has a portal surface with no items blocking it.

  • In Aperture Tag, it will appear as a paint gun, but cannot be picked up.

Usage

  • Portal Gun Pedestals can be used to give the player the Portal Gun in maps which have Auto Portals. When the item is enabled, it will fire portals in each direction. It can be rotated in the editor to choose what direction it starts in. The portal gun pedestal will output when picked up.

Properties:

  • Connect to... - Standard connection property. Allows you to connect the item to a button etc. using antlines, signage, or no connection at all. Also has Connection Visibility and

    Remove Connections. This item accepts inputs (to enable/disable rotation) and can output (when the gun is picked up.)
Auto Portals [OTHER - ITEM]
  • Auto Portals are an item in the BEE2.4 created by BenVlodgi, Rantis, and TeamSpen210.
    Auto Portals, when activated, they will generate a portal of their type on their tile. Placing an Auto Portal will prevent you firing that type of portal, unless it is obtained from a Portal Gun Pedestal

Usage

  • Auto Portals can be placed on any surface and will make the tile it's on portalable, if it isn't already. Auto Portals will remove that color of the portal gun, and another must be picked up from a Portal Gun Pedestal. In a map, if the player is given a portal gun from a pedestal, auto portals of that same color will be permanently disabled. If only one of the two Auto Portals is on the palette, it will appear as a Dual Auto Portal, indicating that you can switch between the two.

Properties

  • Connect to... - Standard connection property. Allows you to connect the item to a button etc. using antlines, signage, or no connection at all. Also has Connection Visibility and Remove Connections.
  • Button Type - Allows you to choose between three versions of this item. Weighted is an orange portal, Cube is a blue portal, and Sphere is an unused variant which does nothing when activated.
Unstationary Scaffold [OTHER - ITEM]
  • The Unstationary Scaffold is a set of items in BEE2.4. It was originally from Portal 1, and was ported to Portal 2 in BEE2.4. It is a platform which moves along a light rail. Unlike the Track Platform, it is able to turn and move away from walls. There are three items which can be used to control the movement of Unstationary Scaffolds: the Piston Emitter, Wall Emitter, and Slot.

Usage

  • The three Unstationary Scaffold items can be placed in the chamber and connected using "Connect to...". Make sure to connect them in the order you want the platform to travel, otherwise, you will get a Build Error. Connecting other items to any of these will toggle the entire rail. If the platform reaches the end, it will turn back around. There are three items that can be used to create a path for Unstationary Scaffolds.

Piston Emitter

  • A light rail emitter mounted on a piston. Move the starting height to the height you want the piston to be. Moving the second height will not affect the item in any way. If one of these is located at the end of a rail, it will turn into an endcap.

Wall Emitter

  • A wall-mounted Unstationary Scaffold emitter. This can be positioned like a light strip. If connected with Piston Emitters, there will be a slight slope in the light rail.

Slot

  • This item is once again placed on the wall. However, it can only be placed at the end of a rail. Instead of platforms turning back around, they will move inside of the slot. At the same time, platforms will be dispensed from the slot at the beginning. This means that the platform will only ever move in one direction.

Properties

  • Connect to... - Used to connect this item to another, through inputs and outputs. However, Unstationary Scaffold items use this for a second purpose, to create the path for the platform. Connection Visibility controls how this connection appears (connections between each other are always invisible), and Remove connections will remove an existing connection.

  • Start Enabled - Whether the platform should start active.
  • Start Reversed - Whether the platform should oscillate. Has no effect when Slots are in use.

  • (Slot only)
    Timer delay - A timer widget which allows choosing a value of 3-30 or infinite. Determines the amount of time between platforms being dispensed, although this doesn't seem to be in seconds.
Cube Coloriser [OTHER - ITEM]
  • The Cube Coloriser is an item in BEE2.4 created by TeamSpen210.
    It can be used to color the blue ring of cubes a different color, for use in puzzles where the player must fizzle certain cubes.

Usage

  • The Cube Coloriser must be placed over a cube or cube dropper to work. The timer property can be used to choose what color the cube is. If the coloriser is not placed over a cube, and/or the timer value is set to infinite, it will not work.

  • The Cube Coloriser is useful in puzzles where cubes must be fizzled and re-spawned. It allows you to distinguish cubes, and ensure you respawn the correct one.

  • In the Development Version, it is possible to change the selectable colors using the Item/Style Properties pane.

Properties

  • Timer Delay: Allows choosing a value of 3-30 or infinite. Chooses the color the cube should be. The coloriser will not work if this is set to infinite.
Conveyor Belt [OTHER - ITEM]
  • A continuous belt moving from one end of the track to the other. The first and last sections of belt track are covered.

Properties

  • Setting it to reversed will increase the speed, preventing the player from walking in the wrong direction.
  • The conveyor surface is positioned one block above the surface it is placed on - it should be recessed into the floor for best effect.
  • Extend the start/end of the conveyor back a number of blocks if possible behind the map, so the player can't see the belt disappearing.
  • This item accepts inputs.
  • This item does not output.
  • This item may not be rotated.
  • This item takes space inside the wall.
  • This item can be placed in any orientation.
Catwalks [OTHER - ITEM]
  • Catwalks are an item in BEE2 created by TeamSpen210. They allow players to cross gaps and connect distinct sections, including mid-air. The entity cost for catwalks depends on where they're placed (ceiling, floor or walls), as well as how long they are, so it's not displayed in the BEE2 program.


Usage:

  • To use catwalks, place them at the desired starting point, then another one where you want it to end, then, connect both items together, with "Connect to...". Note that they must be in a straight line in order to connect. The only exception is for staircases, in which the next staircase must have a horizontal distance of at least twice the vertical distance (for instance, to go down 1 block, you place the next catwalk 2 blocks away or further).
  • Catwalks can be placed on the floor and walls. A single catwalk on a wall will form a "balcony" directly attached to the wall. Catwalks can cross pits of goo and empty gaps, so long as they're connected to solid blocks on either side. When placed on the ceiling, they'll generate supporting beams. When a catwalk ends facing a wall, it'll connect to it.


Properties:

  • Connect to... - Connecting two catwalk items will link them together, forming a single, continuous catwalk in-between, including railings and staircases for vertical movement.
  • Connection visibility has no effect (connections are always invisible), and Remove connections will remove an existing connection.
Portal Gun On-Off Buttons [OTHER - ITEM]
  • The Portal Gun On-Off Buttons are a set of two special buttons controls the player's Portal Gun created by tuleby (CZ). If none of the buttons are pressed. They will not have a Gun. If any of them are however, The player will be able to shoot Portals.

  • The Blue Variation is a Player-Only Button. This only activates when a Player walks on it. The Orange Variation activates when Players or Cubes/Spheres are ontop of it. There is a third item for this set however. Known as a Trigger Dissolver and it will fizzle any cubes or balls on the Orange Variation. Taking away the Portal Gun


Usage:

  • The Portal Gun On-Off Buttons can be used to bypass fizzlers, as when your portal gun is taken away. You are not part of that Portal(s)'s Linkage ID anymore. Thus Fizzlers (unless Absolute Fizzlers) will not affect the placed Portals.

  • The Trigger Dissolver can be used in Multi-Chamber levels where you want them to not have their portals available. It is recommended to put this after your fizzler if it is not an Absolute Fizzler


Properties:

  • None
Bomb Cube [OTHER - ITEM]
  • The Bomb Cube is an Item in BEE2.4 created by tuleby (CZ) and is best described as a variant of the Reflection Cube, which is only usable for a short time period, before proceeding to explode. You can change the timer by using the Cube Type. However it also carries a Timer property so you can connect it to a dropper, allowing respawning Bomb Cubes, that way the person will not get trapped in your puzzle.


Properties:

  • Cube Type - Available to change the amount of time in-between placing the Cube down, and the cube exploding.
  • Timer Delay - A timer widget which allows choosing a value of 3-30 or infinite.
Fizzler Output Relay [OTHER - ITEM]
  • The Fizzler Output Relay is an item in BEE2.4 made by TeamSpen210. This item was made because Fizzler items do not work correctly when given an output. Place this over an emitter, and connect to the target.

  • This item only works for the Radiative Flux Field and Lifeform Sensor


Properties:

  • Connect To - creates output
______________________________
PANEL ITEMS BELOW!
Large Glass Panel [PANEL - ITEM] [YET RELEASED]
  • The Large Glass Panel is an item in BEE2.4 created by Luke18033. It is a glass panel made up of one large panel instead of four smaller ones. Unlike the original panel, objects or players under the retracting panel will be pushed out instead of being crushed. Additionally, it can only extend to 90 degrees.

  • The Double Large Glass Panel is identical to the single panel, but it is 2 blocks long.


Properties:

  • Connect to... - Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections will remove an existing connection.
  • Start Deployed - Choose whether the panel should start deployed.
Drawbridge [PANEL - ITEM]
  • The Drawbridge is an item in BEE2.4 created by BenVlodgi, Rantis and TeamSpen210. It is similar to an angled panel, but it extends upwards instead of retracting into the wall. This allows it to not embed. Additionally, it is 1.5 blocks long.


Usage:

  • The Drawbridge can be used to create a bridge to another area in the puzzle. Its 1.5-block length allows you to bridge a 3-block gap using only 2 panels. Only one drawbridge ever appears in the campaign, where it is used to block a cube.


Properties:

  • Connect to... - Used to connect this item to another, through inputs and outputs. Connection visibility controls how this connection appears, and Remove connections can be used to remove existing connections.
  • This item supports inputs, to raise/lower the bridge.
  • Start Enabled - When on, the bridge will start up.
  • Start Reversed - In Overgrown, forces all tiles to be present.
Crushers [PANEL - ITEM]
  • Large crushers, seen in coop maps and during Chapter 9 of the singleplayer campaign.

Usage

  • These oscillate repeatedly when enabled, killing all players and destroying objects that are in its path.

Properties

  • This item accepts inputs.
  • This item does not output.
  • This item can be pointed in 4 directions.
  • This item takes space inside the wall.
  • This item can be placed in any orientation


Half Panel [PANEL-ITEM]
  • The Half Panel (also called a Static Half Panel, as it does not accept connections) is an item in BEE2.4 created by TeamSpen210. It is a half-block long surface sticking out of the wall, supported by panel arms. Unlike the normal Angled Panel, this item does not accept connections, and is permanently extended at a 90 degree angle. It takes up one block of space in the wall. Using a Rotation Handle, you can rotate the Half Panel to face four different directions.

  • This object can be placed on any surface (Floor, Roof, Walls).


Usage:


  • This item can be used in a similar fashion to Half Grates. Without the ability to portal through them, of course. You can use this item to reach higher areas you might not be able to portal to without a small extension or without being higher up. It is also useful for coming out of a small area. So you can see the room before you jump down or continue with the puzzle.


Properties:

  • Start Reversed - If enabled, the panel will use the opposite color of the surface it is mounted on.
______________________________
STYLES BELOW!
Clean [STYLE]
  • Clean is a style in the BEE2, created by Valve, Carl Kenner, and TeamSpen210. Clean chambers are new chambers which have recently been built by GLaDOS. Walls are undamaged, and testing elements look new. Most test elements from the default PeTI have not been modified.


Original Clean:

  • An alternate version of Clean style using the original PeTI surface textures. Besides this, it is identical.


Recommended Settings:


Music: Random PeTI

Voice: Clean GLaDOS (None on Original Clean)

Skybox: Clean

Elevator Video: Aperture Logo (Random on Original Clean)


Stylevars:

  • Door Cameras


Official Description:

  • Portal 2 Clean style, like after GLaDOS has been awoken and finished cleaning the facility, or in a parallel world where it was never destroyed. Similar to the default PeTI style but with more variety of wall panels and automatic security cameras.
Overgrown [STYLE]
  • Overgrown is a style from Portal 2 that was created by Valve, and ported to the BEE2 by TeamSpen210 with some enhancements. Overgrown chambers are heavily damaged like in the beginning of Portal 2. Many items are broken or damaged, and panels are covered in moss/plants. The large observation room will turn on and off randomly, and the lights in entry/exit corridors will flicker.


Recommended Settings:

Music: Future Starter

Voice: Apocalypse Announcer

Skybox: Overgrown Sunlight

Elevator Video: None (Random)


Stylevars:

  • Goo Debris


Description in BEE2 Program:

  • Ruined and heavily damaged Aperture style, like after the events of Portal 1. Features rubble and plenty of plants. A lot of items are broken/damaged in various ways, the changes can affect the puzzle (eg portal surfaces being collapsed.) They have options to turn off the damage if this could cause an issue.
BTS [STYLE]
  • BTS, also known as Behind the Scenes, is a style in the BEE2 created by TeamSpen210. This style has the player outside of the tests, in factory-style areas like in the chapter The Escape in Portal 2. Players will need to operate various equipment to escape. Floor Buttons have been replaced by 'quality control' scales and Faith Plates use regular panel arms.


Recommended Settings:


Music: Robot Ghost Story

Voice: BTS Announcer

Skybox: 3D Factory

Elevator Video: Not present


Stylevars:

  • This style does not have any special stylevars.


Official Description:

  • Factory style levels, where the player has escaped the testing tracks. These aren't really tests, but players must manipulate various bits of equipment in order to escape.
1950s [STYLE]
  • 1950s is a style in the BEE2 created by Carl Kenner and TeamSpen210. It is Aperture Science from the 1950s, like in the later parts of the chapter The Fall in Portal 2. This is when they tested repulsion gel. Since there were no Faith Plates in the 1950s, they are replaced with large blocks of repulsion gel which launch you to a fixed spot and cannot be washed off. Most, if not all, walls are green, and modern test elements are brown. Stairs which have connections are gratings, and buttons are recessed into the ground.


Recommended Settings:

Music: Control Group

Voice: 50s Cave Johnson

Skybox: Sphere Interior

Elevator Video: Not present


Stylevars:

  • This style does not have any special stylevars.


BEE2.4 Description:

  • Underground 1955 blue gel enrichment sphere.

  • This is when they tested on astronauts and celebrity volunteers.
  • This decade used lots of green walls, and brown things.
  • Gel replaces faith plates.
  • Modern items are brown in this style.
  • Note: 1950s buttons are embedded and can conflict with things under them, and stairs are unpaintable, use alternate versions if this causes problems.


Carl's Description:

  • In the 50s they are rich and famous, without any scandals, so celebrities volunteer for testing and are driven up in limos. They liked the colors green and brown, and even where they didn't want brown, things are rusting that color. Walls are made from more slightly more consistent materials, not just pieced together as much from whatever happened to be lying around. Buttons are embedded in holes in the ground. Orange neon lights are still used often. The offices look fancy but have old equipment like typewriters, and Cave is looking young. Blue gel is the new big thing and they talk about it and have signs about it more. And Cave is more friendly.
1960s [STYLE]
  • 1960s is a style in the BEE2 program created by Carl Kenner and TeamSpen210. This style takes place in between the 1950s and 1970s and was not present in the original game. The 1960s uses gel plates like 1950s, but there is still an option to switch it out.

  • Most walls are in this style are green colored or sometimes made out wood or silver metal. Most things remain the same as 1950s, but Crushers have been replaced with Flamethrowers.


Recommended Settings:

Music : Vit Order 2

Voice : Cave Johnson (60s)

Skybox : Sphere Interior

Elevator Video : Not Present


Stylevars:
  • This style has no special stylevars.


BEE2.4 Description:

  • Underground 1961 decommissioned enrichment sphere with vitrified doors, mysterious pipes and lots of warning signs.

  • This decade was not present in the original game, except for some decommission signs, which makes it a good choice for strange tests with new elements like reflection gel or paint fizzlers.
  • Some more blue walls
  • Gel still replaces faith plates
  • Still uses antique cubes, droppers, buttons, fizzlers, etc.
  • Modern elements are still brown

Carl's description:

  • The 60s weren't really in the original game, except parts of Tartaros right at the bottom, above ground right at the top (very strange), and (I think) some vitrified chambers in the middle that you can't access, I don't remember exactly. We mostly just have signs and recorded messages from the 60s. So we don't know what went on in 60s enrichment spheres, except that it was dangerous and strange and made them shut down the entire shaft for the next 10 years. So that's a good time to place things like Reflection Gel and Adhesion Gel that were cut from the game, and you can see I added those pipes. I also removed the extra kind of light from the BEE items and put in reflection gel in its place. In the 60s they changed their logo to the horizontal rather than vertical science innovators logo (without salt asbestos curtains), and I used all the signs with that logo. And I used the voice clips from the vitrified chambers, and I made everything vitrified. I also used the voice line of the broken recording from the 50s about astronauts and war heroes to show that plan was having problems. As you say, propulsion gel hadn't been invented then, so if you add it or conversion gel to a 60s map, it will be piped in from above rather than below. There's also a trend for different textures from the plain green in the early 50s to more blues and other random textures in the late 50s and 70s, so I changed the textures a bit for the 60s. In the 50s orange neon lights were still used a lot, but white fluoro lights were catching on and neon lights aren't seen as much after the 50s, although I still used them a bit in the 60s. They stopped having buttons embedded in holes in the ground and started putting them straight on surfaces.
1970s [STYLE]
  • 1970s is a style in the BEE2 created by Carl Kenner and TeamSpen210. It takes place in the 1970s, like in The Reunion in Portal 2. This is when they tested propulsion gel. Gel plates are still used instead of faith plates, and a mechanical version is still available. Most walls are green/blue or may sometimes appear as silver metal. In the 70s era, Aperture has little money to spare - testing equipment is simplified or has a more rough appearance. Test signage uses the modern icon design printed onto semi-transparent decals.


Recommended Settings:

Music : The Reunion

Voice : Cave Johnson (70s)

Skybox : Sphere Interior

Elevator Video : Not Present


Stylevars:

  • This style has no special stylevars.


Description in BEE2 Program:

  • Underground orange gel enrichment sphere from 1975, now for testing homeless people in exchange for $60.
  • This is when they started using more random colors and materials on their walls, and ceilings are different.

  • Buttons are no longer recessed into holes in the floor.

  • Modern white indicator signs are now used, in the form of semi-transparent stencils.

  • Lights are now white, and the fog is grey.

  • The glass looks better, and stairs are no longer made of grating.


Carl's description:

  • In the 70s they stopped using ceilings almost completely, but I can't do that, so I switched to the only ceiling texture they seemed to ever use anymore. They also cut down on walls and floors, so things were often just hanging from wires, which I can't do either. They stopped using celebrities and started using homeless bums and paying them $60, (or $120 to cut them open). So I have lots of signs and voice clips about that. They changed their logo and lots of other things to yellow, so I made all the white plastic of modern items yellow instead of brown. They started using modern white lightboard symbols pasted semi-transparently onto walls, so I changed back to the modern white signage. They talk a lot about the glass, so I made it prettier. And some gratings aren't quite so rusted. In the entry room that looks like an office, there is much more modern equipment. Cave looks older in the portraits. And of course there's propulsion gel, and you can see orange pipes in the background of the sphere. And it says 1975 on the outside. Not a lot of differences.
1980s [STYLE]
  • 1980s is a style in the BEE2 created by Carl Kenner And Teamspen210. This style takes place in the 1980s, like in later parts of the chapter The Reunion in Portal 2. This is when they tested conversion gel. Gel plates are still being used instead of faith plates, and a mechanical version is still available. The 1980s era chambers are prototypes of the modern Aperture Facility. Walls have switched to mostly black and white concrete tiles, although some remain green or blue metal. Buttons and cubes are modern and use the modern appearance. Test chamber signage and antlines are now fully modern. Light strips are stacked in two, without a wooden backing.


Recommended Settings:

Music: MoT Spheres 2

Voice : Cave Johnson (80s)

Skybox : Sphere Exterior

Elevator Video : Not Present


Stylevars:

  • Opened Enrichment Sphere: Switches to a partially-constructed Enrichment Sphere, revealing the surrounding Test Shaft as in the only Conversion Gel test sphere. Due to the added detail, this does increase compile times.


BEE2.4 Description:

  • Underground white gel enrichment sphere from 1985, now for testing employees.

  • This is when they started using black and white surfaces, so there's now black stone and white concrete, in addition to some old style walls.
  • This is also when they started working heavily on robots, so turrets look modern.
  • Modern elements are now mostly modern.
  • As seen on signs, modern cubes (from old droppers), prototypes of modern buttons (except pedestal buttons), and almost modern indicators (except for the corners) are now used.
  • Lights are white and the fog is blue.
  • They still use gel instead of faith plates.


Carl's description:

  • Things changed a lot more in the 80s. We know from the posters that they used modern buttons, cubes, antlines (except the corners), indicators, and turrets. So all those things are modern. But I kept the old pedestal buttons and cube droppers. The modern things like light-bridges are back to their normal white plastic. They have finally mostly switched to black tiles and white concrete instead of wood, but there are still a few familiar green and blue textures around. Gratings are hardly rusted. The enrichment sphere is supposed to be open at the top, but so far I'm too lazy to do that. Fog is blue instead of grey. Employees are used for testing instead of homeless people, and employees are being urged to make way for robots. Offices look very different. Cave is dying (or dead) and Caroline is taking over some of his duties. And there's conversion gel. The 80s are different from other decades in that there are also 80s tests that aren't in enrichment spheres (mostly in the Art Therapy Coop course) in addition to the 80s enrichment spheres, but I'm just doing the 80s enrichment sphere style for now.
Portal 1 [STYLE]
  • Portal 1 is a style in the BEE2 created by Carl Kenner, TeamSpen210, and Valve. The style is modeled off the original Portal 1. In this style, old elevators, doors, fizzlers, etc are used. Old security cameras appear above doors if door cameras are enabled. Piston platforms are replaced with Victory Lifts, and Unstationary Scaffolds look like the Portal 1 version. Metal and concrete walls are used, as well as Vital Apparatus Vents.


Recommended Settings:

Music: Jiggle Bone

Voice: Portal 1 GLaDOS (no lines currently)

Skybox: Portal 1

Elevator Video: Not present


Stylevars:

  • Door Cameras

  • Use P1 Portal Gun


Official Description:

Portal 1 style test chamber. There's an orange glow coming from behind panels. Includes:

  • Portal 1 style elevators
  • Brown metal walls
  • White concrete walls
  • Old Security Cameras (unless the Sentient Cloud has taken over)
  • Complementary Victory Lifts
  • Vital Apparatus Vents
  • Portal 1 Fizzlers
67 Comments
the quiet 9 Jun, 2024 @ 6:51pm 
whenever i try downloading the required things it just says "Not Found"
Gnarlington 31 May, 2024 @ 7:44am 
When I run BEE2 Microsoft stops it from running, saying it potentially could put my PC at risk
C++ 17 Aug, 2023 @ 5:12am 
so i got the packages in but now it says "Traceback (most recent call last):
File "BEE2_launch.pyw", line 36, in <module>
File "<frozen importlib._bootstrap>", line 1007, in _find_and_load
File "<frozen importlib._bootstrap>", line 986, in _find_and_load_unlocked
File "<frozen importlib._bootstrap>", line 680, in _load_unlocked
File "PyInstaller\loader\pyimod02_importers.py", line 493, in exec_module
File "app\localisation.py", line 28, in <module>
File "<frozen importlib._bootstrap>", line 1007, in _find_and_load
File "<frozen importlib._bootstrap>", line 986, in _find_and_load_unlocked
File "<frozen importlib._bootstrap>", line 680, in _load_unlocked
File "PyInstaller\loader\pyimod02_importers.py", line 493, in exec_module
File "app\tk_tools.py", line 41, in <module>
File "tkinter\__init__.py", line 2078, in wm_iconbitmap
_tkinter.TclError: bitmap "C:\Users\REDACTED\Downloads\BEE2_v4.43.0_win64 (1)\BEE2.ico" not defined
"
C++ 17 Aug, 2023 @ 5:00am 
there is no "BEE2.4_pr24_win.zip" file anywhere even with both packages installed, huuuuuuuuuuh?????????????????????
C++ 8 Aug, 2023 @ 7:54am 
it keeps saying i dont have the resources even though i do????????????????????????
Fallen Zoey 25 Jan, 2023 @ 2:50pm 
Oh good my cringe comments from a few years ago aren't on this page
vrad.exe 6 Apr, 2022 @ 6:29pm 
Thanks.
Scruffygamer (SFM COMMISSIONS)  [author] 6 Apr, 2022 @ 10:49am 
Sure thing. I haven't kept track of the mod for a long time now.
vrad.exe 5 Apr, 2022 @ 11:21pm 
Hi, I'm from the BEEmod team. It's cool that people are making guides like this, but could you please update the download links near the top of the page to point to https://github.com/BEEmod/BEE2.4/releases and https://github.com/BEEmod/BEE2-items/releases instead of directly to specific versions? Currently the guide is directing users to a very old version of the mod with lots of features missing and more bugs.
Tako 12 Feb, 2021 @ 2:04pm 
oh