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MotanumsTest
My entry to the October Contest! Theme-Aperture Science Three areas, 3 maps! Can you beat them? Will you get cake at the end? I am very pleased with the results! So enjoy! Note, I didn't get the BMZ to work properly, but if you simply unrar and merge the map folders correctly, on your bonus map you should see a map/motanum folder, there are my 3 map entries! ^^ I welcome everyone to play them and to tell me what you think! I can be reached at http://steamcommunity.com/id/Motanum Feel free to add me
[Coop] Joint Potential - Act 1
JOINT POTENTIAL - Act 1 (by Moth) An entry for the Heavy-duty super-mapping super-contest -[ thinkingwithportals.com ]- Three small to medium-sized puzzles, plus an additional BTS mini-puzzle Note: This is part 1 of a set of 2. It is highly recommended that you download 'Joint Potential - Act 2' by Skotty JOINT POTENTIAL - Act 2 (by Skotty) Thanks to: Skotty and Chicken Mobile for instances Brainstone for the TWP poster Myeka for the final chamber Skotty for custom models Installation Instructions: ------------------------------------- Place the BSP file in the following folder: steam/steamapps/common/portal2/portal2/maps start a new cooperative game, and from the lobby, type the following console command: changelevel mp_coop_joint-potential_Act-1
Most Popular Files This Week
BEE2 Addons
My collection of items for the BEE2. These items mainly are rearranged or special versions of existing items. Some help is available in the right-click info panel, but consult the Readme for full instructions. All non-logic items are fully styled for all the default styles. It is compatible with Radelite's addons, providing styled versions for the Ratman Style. This includes my Refurbished Style, a hybrid of Clean and 1950s style similar to the Coop Course 5. I also have a modified version of 1980s style, with a damaged Enrichment Sphere showing the surrounding Test Shaft. I now have an Overgrown Style, replicating the dilapidated Aperture seen in the first few levels of the singleplayer campaign. There is also a debug Unlocked style to allow adding or deleting the mandatory entry/exits and observation rooms. Be careful with this! Thanks to Skotty (High Energy Pellets, Bumbleballs and Catapult Cubes), Moth(Bumbleballs), SoundLogic(Catapult Cubes) and PortalCombat (Sphere Cannon) for creating the original versions of some items, which I have made PTI compatible and restyled. You'll need 7-zip to extract the archive. See the GitHub repository for WIP items, styles and changes. I don't advise using these files unless you are willing to have your maps break. Styles: - Refurbished Style - Overgrown Style - Open 1980s Style - Unlocked Clean Style items [spoiler]- Retractable Pedestal button - Worldportal Door - Diagonal Laser and High Energy Pellet launcher - Quarter wall - Dropper version of PortalCombat's Sphere Cannon - Antline Router - Antline Magnet - Angled Block - Music - Laser Music - Conveyor Belt - Large Faith Plate - Global Cube Dropper - Paint Cleaner - Double Grated Panel - Futbol - Ditch - Caged Turret - Caged Reflection Cube - Wheatley Monitor - Portalable Stair - Portalable Piston Platform - Turret Dropper - Toggleable Faith Plate - Static Panel - Static Piston Platform - Half/Half Wall - Coop Checkpoints - Recessed Fizzlers - Crusher Plates - Sideways Light Bridges - Shredders - Static Glass Panels - Half Panels - BumbleBalls - Catapult Cubes - Bomb Droppers - Rotating Faith Plates - Glass With Hole - Glass Doors - Slow Crushers - Piston Relays - SR Latches - Angled Light Bridge - Separation Coop Checkpoint - Cube Transmuters - Ceiling Lights - Autoportal Pistons - Timeout Portals - Clamped Cubes - Global Cube Triggers - Override - Neurotoxin - Chamberlock - Retractable Floor Button[/spoiler] Changelog [spoiler]* v45: - Fix hovering debris in Overgrown Entrance Elevator - Prevent ball lines from playing in Clean - Quiet - Fix Warm Lights in Clean Style - Make Clean Fizzler models animate correctly - Remove the old documentation from the archive * v44: - Brand new Portal 1 Style Coop entrances and exits, using lifts to transport players to and from the level. - New P1 Style Angled and Clear Panels that use pistons instead of robot arms. - Change: Caged Turrets will no longer have the grating explode, this should make it less likely the turret will not be able to shoot through the grating. - New Caged Turret model. - Fixed Overgrown Quiet Style. - Retractable Pedestal Buttons use the correct Overgrown instances instead of Art Therapy ones. (Typo!) - Fixed crash in P1 Coop if cubes are present in the map. - Clean Style Fizzlers should now retract properly if they didn't before. - Black texture added behind fizzler, so they look nicer on white walls. * v43: - Improved Overgrown style observation rooms, the sound should be quieter and the flickering can be completely disabled by turning off "start enabled" in the large observation room. - The overgrown style elevator screens are less random, they match Cave's PTI dialogue (If you heard them all, the video screens will be random). - Overgrown Turrets are twitchy now. - Changed style of Refurbished lights. - Fixed bug with Overgrown track platform rails. * v42: - Fixed Overgrown reflection cube packing. - Fixed floating cubes on Overgrown piston platforms. - Added custom model for P1 styled storage cubes, companion cubes, spheres, pedestal buttons and laserfields. - New custom Overgrown style glass. - Better P1 style crusher, piston platform and buttons. - Custom indicator lights for P1 style, to make them appear smaller. * v41: - All Valve+BEE1+HMW items finished for Overgrown Style. - Coop exits done. * v40: - Added first version of Overgrown Style, featuring a heavily damaged Aperture overgrown with plants. This is not finished, some items remain clean styled, and Coop exit corridors haven't been styled yet. - A quote list has been added to describe how the extra quotes in the various styles are picked. - Neurotoxin vents have been modified to be cheaper; the activation radius is now only visible in the editor. - Neurotoxin will permanently shut off when players get inside the exit door. - Added update checker to the readme. When the next update is released, the readme will show a message (only when actually open). * v39: - Added files for some checkpoint instances. - Adjusted lighting in P1 Style Checkpoint, and changed droppers to use P1 style versions (both checkpoints). - Added the second door for P1 Style Chamberlocks (Whoops.) - Checkpoints will not close their front door if an object is placed between it and the fizzler. - Players will slide off of the camera in Refurbished Small Observation Rooms. (Prevents cheating puzzles). - Changed something with Companion Cubes[/spoiler] Earlier changelogs
The Opening Hour
Now that GLADoS is gone, you are the only one who can still keep tests running for who knows what happens if they stop. ____ My first "big" project. The map is a mix of various Portal 2 map styles: factory, bts, chambers etc. Workshop page: http://steamcommunity.com/sharedfiles/f ... =380441134 Enjoy!
Take-Off
Take-Off is a large, highly tested and polished custom level for Portal 1. Brimming with big secrets, custom models, and custom textures, Take-Off is almost certainly unlike any Portal map you have ever played. The observant player will find that the scope of Take-Off is much greater than just a Portal test-chamber. This map is designed to be a moderate challenge for experienced players (Portal, Portal: The Flash Version/Still Alive, at least.) The difficulty ramps up significantly within the level. Solutions to puzzles NEVER require cheats or exploits, and all playable parts of the map are designed and tested to be reachable without cheats. Once figured out, the solutions to puzzles in this map are designed to be as easy to execute as possible. However, given the types of puzzles in Take-Off, some finesse with control will be required. The required control should not be a problem for experienced players. Take-Off includes the three challenges: Time, Steps and Portals. Getting the gold in Time and Steps will likely not pose a huge challenge for those who have completed the level, and are experienced in these types of challenges. The gold in Portals, however, is a serious challenge, and will be very difficult for virtually all players. I assure you, it IS possible to get the gold without cheats, just very hard. Aesthetically, Take-Off is deliberately clean. I have, in general, avoided grungy accents and opted for a "perfect," streamlined look. Except where noted in the in-game credits, I created all custom props from scratch. Except where noted, I either created custom materials from scratch, or modified Valve's materials. I think that those who play this map to its full potential, will find that it is a unique experience they won't soon forget. : ) Enjoy! Sword of Apollo [Note: Take-Off v1.1 is identical to v1.0, except that one extra portal cleanser has been added to remove an exploit I just discovered.] [Note: Take-Off 1.2 fixes the fact that the player could put a portal on the inside of the raised glass box in the large chamber. This is not an intended solution to getting to the last button, but an embarrassingly bad oversight on my part.] [Note: Take-Off 1.3 has a slightly longer timer late in the level, a few exploit fixes, and secrets that are made slightly more obvious. One green fizzler that used to dissolve objects no longer does.] [Note: Take-Off 1.4 is identical to 1.3, except that one part of a secret puzzle has been made easier and hopefully less frustrating to do, (physically.) Take-Off 1.4.1 fixes a couple of model texture issues in the secrets.] [Note: Take-Off 1.5 adds a functionality bug fix for secrets. If you downloaded v1.5 prior to 6/24/11, please redownload and reinstall, because I accidentally left items in the map that I used for testing. The prior release of 1.5 definitely will NOT play as intended.] [Note: In Take-Off 1.6, a secret puzzle now works exactly as intended, (instead of approximately.) A portion of this puzzle is now slightly easier.] [Note: In Take-Off 1.7, a couple of unintended solutions in the main level have been eliminated (or as close as possible.)] [Note: v1.7.1 makes getting to one of the secrets easier than in all previous versions. The update to 1.7 had the side-effect of making it excessively hard to get to.]
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Latest News
Tell me a Story - Results & Release
by Sejievan · Jan 27, 2021
This one's all about environmental storytelling. The good stuff. The stuff that separates a stale walking simulator from a good time. It's a sore point for mappers old and new, and we're going to fix that once and for all with that competition.
No puzzles where necessary. The focus is mainly on some rich storytelling through the world, the environment of the world participants made. Experience the world through the details, finding hints and suggestions of happenings past.
This competition ran on the first weeks of December 2020, results took a while to come in, but here we are, congratulations to Ossy, the Prophet & Valla-chan for their first place with their entry "Asphyxia".
1st place: Asphyxia by Ossy, the Prophet & Valla-chan -- 40.250/45
Check the Feedback here: Judging Spreadsheet
2nd place: Anomalous by MrRogers -- 40.000/45
Check the Feedback here: Judging Spreadsheet
**3rd place:** **Tiffany by Ada -- 39.167/45**
Check the Feedback here: Judging Spreadsheet
Other entries in this competition
Re-Invigorated by BEEclan & TeamSpen210 -- 32.300/45 - Judging Spreadsheet
Bioengineering by Ferni -- 31.167/45 - Judging Spreadsheet
Grand Courtyard Hotel by matt71490 & Lassi -- 30.417/45 - Judging Spreadsheet
Aperture Liars by BEEPlay -- 26.733/45 - Judging Spreadsheet
sp_breakout by Mystical βee -- 22.833/45 - Judging Spreadsheet
Renovations by 16902 -- 21.650/45 - Judging Spreadsheet
Left after the shift by Mr. Fear -- 20.950/45 - Judging Spreadsheet
Eingeschüchtert und feige - Metathesiophobia by Amber -- 19.583/45 - Judging Spreadsheet
hammer(tm) by Beeguettery -- 17.883/45 - Judging Spreadsheet
Insanity by TERRORcows -- 17.617/45 - Judging Spreadsheet
hoho story time by DrBee-pster -- 14.967/45 - Judging Spreadsheet
Backstage Breakdown by someone & TRIPLIX The Bee Core -- 13.000/45 - Judging Spreadsheet
(BONUS) 30 seconds in 30 minutes by rorius berardoius -- 20.900/45 - Judging Spreadsheet
Contact us:
Site: [Thinking.withportals.com](http://www.thinking.withportals.com/)
Discord: [Discord.gg](https://static.moddb.com/html/external/tinymce/ https:/discord.gg/tQsn4Pm)
Picture Perfect Contest - Results & Release
by Sejievan · Sep 02, 2020
This competition was all about visuals. Specifically, short maps with really good visuals. No puzzles where required, but participants could include if they want. The competition ran for 10 days on the first weeks of august, congrats to everyone, and in particular Valla-chan for earning first place for her map Isle of Onara!
1st place: Isle of Onara by Valla-Chan -- 36.600/40
Check the judge feedback here: Judging Spreadsheet
2nd place: First Steps by Super Dirt -- 34.900/40
Check the judge feedback here: Judging Spreadsheet
**3rd place: just_a_stroll.bsp by Madeye -- 34.600/40**
Check the judge feedback here:Judging Spreadsheet
Other entries in this competition
Fluxional by MrRogers -- 34.500/40 Judging Spreadsheet
5. Surface Meltdown by Tewan & Mystical Ace -- 33.000/40 Judging Spreadsheet
Submechanophobia by Ferni -- 31.700/40 Judging Spreadsheet
Outage by Orlando2303 & B.A.S.E -- 29.000/40 Judging Spreadsheet
The Duke by Jofish -- 26.400/40 Judging Spreadsheet
Beyond Shattered Walls by Ossy Flawol -- 25.800/40 Judging Spreadsheet
Free from the depths by LabPlay -- 22.000/40 Judging Spreadsheet
Guys something is wrong with my submission by Krzyhau -- 21.400/40 Judging Spreadsheet
twp visual design comp submission by AddM -- 21.000/40 Judging Spreadsheet
Vaultway by DrMeepster -- 20.700/40 Judging Spreadsheet
Future-Starter by BoxFigs & matt71490 -- 17.100/40 Judging Spreadsheet
15. Broken Door by souf -- 14.500/40 Judging Spreadsheet
16. ho yes matrix time by Baguettery -- 13.500/40 Judging Spreadsheet
CBT by DarviL -- 5.000/40 Judging Spreadsheet
(BONUS) Stairing by MisterLambda -- 30.125/40 Judging Spreadsheet
Contact us:
Site: http://www.thinking.withportals.com
Discord: https://discord.gg/tQsn4Pm‘
Rules overhaul and changes in moderators team on our Discord
by Sejievan · May 22, 2020
After discussions, our moderators and Community contributors came to an agreement on a new set of rules for those who wish to join and interact on our discord server asking about general advises on mapping and modding, and what you should expect when you join the server, read below for more information.
- **Be respectful to all users.** Take any interpersonal issues to DM's — they have no place here.
- **Avoid low-quality posts.** This includes memes, images without context, or anything else that doesn't contribute to productive discussion.
- **Don't spam.** Generally just don't do anything repeatedly until it gets annoying.
- **Give and take good criticism.** Keep criticism fair and constructive; be ready to take feedback when you post your work.
- **English discussion only.** We know not everyone speaks English natively, but please make your best effort!
- **Absolutely no pornographic/gore/NSFW/NSFL material.** If you're not sure, don't post it.
- **Don't backseat moderate.** If someone's being problematic, let the moderators take care of it.
- **Ask good questions.** Do your own research before you ask, and be clear, specific, and detailed in your question.
- **Give good answers.** Be patient with askers, and be as clear and thoughtful in your answer as possible.
We also had some changes within our admins with some departures by some long time members due conflicting agendas between the moderator job and real life. TWP thank ***Anna (Lpfreaky90),***
***Adroon, Michelle Sleeper, ***and ***Niker107 ***For their job and time in the team. Although, not all is sad news, TWP welcome our two new additions to the team of moderators, those being ***Wii2 ***and ***Chris W. ***Who are also long-time members of the community.
If you wish to join the server, [CLICK HERE](https://discord.gg/XUUtbsy) thanks for reading this far, and as always, sorry for the bad English.