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The premier custom Portal and Portal 2 mapping and modding community since 2007! Download custom Portal 2 maps from our huge Download Database, or stop by our forums and talk about mapping and modding for Portal. Thanks for visiting!
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[SP] THE CORE: Portal 2 custom mini campaign
You are a test subject in the Aperture Science lab who winds up in another "puzzling" situation. You are also in a race against an ever wicked "test dungeon master" trying to make life hard and success a relative term.
What's up with GLaDOS anyway ? Has she gone mad ? She had the cooperative testing initiative yet choses to let you break your heart and head over an inanimate companion testing element time and again.
This is what you'll be getting:
Solve 7 new maps full of puzzle elements
Fully voiced GLaDOS by MissyChrissy (anglsummer4 on youtube)
Companion elements (cube & sphere)
Custom in-game media (video's and icons by TigerboyPT)
Build 2.0: THE CORE RELOADED now live on the workshop!
Due to the newer PTI integration, the "mod" version up to 1.1c will no longer work correctly, Therefor I recommend to not download the mod on this forum any longer but go to the following link:
http://steamcommunity.com/workshop/file ... =117081702
There, you can subscribe to all maps and they'll be automaticly downloaded to your game.
This update to the campaign fixes numerous issues, updates visual layout and inclujdes workshop compatibility where you can vote on the individual maps.
Hotfixed build 1.1c: May 2012
Because Valve updated Portal 2 with a new dlc, they changed some internal resource file requirements which broke the main menu of my mod. I fixed this for build 1.1c. No other fixes were made.
Patch 1.1b: minor fix:
Fixed GLaDOS announcement triggering multiple times in bonus map.
Patch 1.1 updates and fixes:
General:
custom signs are now self illuminated
All maps now have correct reflections (cubemaps)
improvements in some map detail design trough-out the levels
updated essential mod file to support directx 8
fixed exit doors not closing behind the player in some maps (except for the nightmare elevator)
Installer package now fetches for sourcemod dir in the windows registry
Chapters now also show their titles in-game
Map 1: (chapter 1: Angular Reality)
replaced bts arms in sky-box with decoration lights to optimize performance on low memory bandwidth video cards
More "ratman den" decoration to make it look less dull
Map 2: (Chapter 2: A New Companion)
moved back the catwalk which is sometimes blocking start catapult movement direction
fixed further texture misalignments
BTS decoration arm lights were pointing the wrong way
Map 3: (Chapter 3: The Shrine)
prevented placement of portals outside the shrine until THE CORE is removed from the altar
redesigned the top of the shrine room
fixed misaligned ceiling texture near gel and excursion funnel area
jump panels of the second room now activate when the player enters
fixed some Z-fighting props in the jump room BTS area
fixed unfinished look of blobulator spawn area above the gel dropper
made the pneumatic diversity exit vent more responsive to THE CORE
puzzle indicators for tractor beam will now match it's direction color
New puzzle in the shrine
Map 4: (Chapter 4: Deadly Intermezzo)
extruded glass near "bowling turret" to reduce the chance of blockages when it's tippled over
reworked some brushwork in maze area
removed ability to place portals in maze area to avoid players skipping the maze entirely
Map 5: (Chapter 5: Euthanazation Vault)
decorated the jump hall with extra brushwork and models
fixed env_projectedtexture
core goodbye line should be a triggered once only
texturized laser power control room interior in case that players portal in there
prevented players from going trough the tractor beam generator prop
sanitized the puzzle around the tractor beam alcove with an escape platform and emancipation grill
Map 6:: (Chapter 6: CatapultClysm)
added bonus map-
Map 7: (Chapter 7: Round Tangent)
added extra models and brushwork to prevent players spotting the ceiling of the right side entry bts area when crouched.
prevented "cutting the race" glitch by replacing core receptacle tube piece with an iris
overhauled design of the small test room for a less dull look and removed shallow water areas
fixed small room exploit where players could jump & hop the core inside the glass window without having to fling it
fixed ability to place a portal on the second fling platform for the CORE race puzzle
changed main test room acid texture to the correct deadly slime look
corrected misaligned light spots on the exit hatch area
removed map prototype GLaDOS power off event in exit area
placed exit hatch override in case the player manages to "forget" THE CORE and left it being on the race exit socket
gave breakable glass a visually broken style so it seems more obvious that you can break it.
fixed succeeded wallprojector puzzle indicators showing unsolved state for the sphere when it is put into the socket for a second time-
INSTALLATION NOTES:
Unpack this archives WITH DIRECTORIES INTACT in the following folder
"C:\Program Files (x86)\Steam\steamapps\sourcemods"
So to be clear, the thecore directory goes inside this directory.
Your sourcemods directory should now look like this
"C:\Program Files (x86)\Steam\steamapps\sourcemods\thecore\" with subdirs like bin, materials, models etc...
If you have a previous installation, just overwrite everything with the new files.
Restart steam for the mod to become visible in your games list.
Uninstall notes:
To elimitate every trace of my campaign from your portal2 dir, delete:
"C:\Program Files (x86)\Steam\steamapps\sourcemods\thecore\" and restart steam.
[SP] Discouragement Encouragement
My Entry for the ThinkingWithPortals Summer Mapping Initiative! -INSTALLATION- Place the maps folder under steamapps/common/portal 2/portal2. If it asks to overwrite say yes, you won't lose anything. -TO PLAY- Once installed, in game open the developer console (`) and type "map sp_grox_dis_en", then hit enter. If your just playing, you can delete the mapsrc folder as that is only for the competition and not required to play. -SPECIAL THANKS TO:- -Portal2Player -Omnicoder -Smasher -Fearlezz -Motanum -T3X -JonhBigOz -and everyone else who helped me with my map who I may have forgotten! (sorry bout that)
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
Afterburn
Level created for Thinking With Portals October 2010 contest following the reveal theme. Update Uploaded a new release (1.01) that fixes a bug which prevented some players from completing the level. A video walkthrough can be found on Youtube here: Part1: http://www.youtube.com/watch?v=DZYwHEUisF8 Part2: http://www.youtube.com/watch?v=xjKF-wOYSgI
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Latest News
ThinkingWithPortals Website Relaunch
by msleeper · Apr 29, 2026
ThinkingWithPortals has re-launched a brand new website for 2026!
We have rewritten the website from scratch to replace the old and clunky phpBB and Wordpress forums used in the past. The Download Database has been redesigned to provide more robust and rich features for members of our community to share and host files. The forums have been modernized to use Markdown text formatting features, as well as adding support for "Question & Answer" style posts to help users identify solutions to problems.
At this time there are a few minor features which are still in progress and will be deployed soon, but they aren't so high priority that we wanted to hold off on launching the site any further. These include:
Improved Markdown features. We will be expanding the markup recognized by the forum to provide more feature-rich text options for users. This will also generally improve the way things like "code" blocks are displayed, for outputs from VBSP/VRAD/etc.. None of the existing or standard Markdown syntax will change.
Minor quality of life or user experience options. We have tried to make the site as user friendly as possible, and we're still ironing out some basic user experience bumps. The site will be updated over time based on user feedback, so please let us know if you think anything could be improved!
Download Database Hosting
One of our primary goals for rebuilding the website was to revitalize the Download Database, the heart and soul of the ThinkingWithPortals community. As much of the daily activity of the community has moved to Discord, so too did much of the file hosting for textures, models, and other assets. However, because of actions taken by Discord as a platform - specifically disallowing "external" access to files hosted on it - the viability of using Discord for long term archival hosting of files has come into question.
With that in mind, we strongly encourage users to begin uploading any content they have hosted on Discord or other platforms back on our site, and make use of our file versioning and other features. We've written a detailed guide on how to use the new download database features, you can find it here as a Sticky post in the General discussion board, or a link to it in the site-side rules announcement.
Once some time has passed, we intend to move all files currently posted in the Discord asset channels over to the download database. In this process we will retain all metadata, including author and credit information; however, if possible we recommend moving your files over yourself so that you can have more control over the download page. More details about the automatic migration will be posted at a later date.
Forums
The forums have received some changes as well. Formatting is now done using Markdown syntax, which should be familiar for anyone who is used to Discord. Note that this may result in a loss of some functionality compared to the old BBCode formatting - this will be addressed in the future as stated above. The other major new feature we support is "Question and Answer" posts, intended to make troubleshooting modding issues more straightforward. Once a reply has been marked as an answer, it will remain that way forever, and since these forums are publicly viewable - the hope is that this will slowly build up an "archive" of modding knowledge over time as more people make posts and use the Q&A feature. Finally, we intend to consistently moderate the forums going forward in order to avoid the waves of spam that plagued the older versions.
Ultimately, we realize that many people still prefer the real-time communication of Discord, but we think you will find the forums to be more suited for certain use cases regardless.
Thank you for your support since 2007! We're looking forward to serving the community's file hosting and discussion needs for many years to come.
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‘