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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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Packrat & Cold Conundrum
Finally managed to get these uploaded to TWP.com. Anywho this is Packrat and Cold Conundrum. Packrat was the first map I ever made, and CC is alot better IMO and updated. This is a double upload, for seperate ones plase head here: http://myaperturelabs.com/viewfiles.php ... xkiller585
[SP] Cubes 'n' Funnels
Yeah, I'm not great at names... This is my contest entry. Not much more to say than that... If you find any new exploits please don't hesitate to point them out. CHANGELOG: v. 1.3 - 6/5/2011 - CONTEST FINAL -Added a means of escaping from either button should the player accidentally end up on one of them via the funnel -Made it so that the player can no longer directly press either button and trigger the autosave when the cube isn't there -Fixed a convoluted exploit that allowed the player to bypass the second part of the funnel puzzle -Changed the way the broken ceiling lighting was set up - there is now some natural light in the room! -Added more details all around -Fixed some aesthetic problems - misaligned textures, glitchy models, etc. (Some small errors may persist; I tried but couldn't find working solutions to a couple of potential minor lighting glitches) -Added an env_wind to make vines sway v. 1.2 - 5/30/2011 -Added signs hinting towards the propulsion gel -Changed the repulsion (bounce) gel button to rise out of the floor when enabled, and start visibly retracted into the floor -(Hopefully) fixed the panel-platform controlled by the right-side floor button getting stuck in the "down" position when the button is pressed -Re-added music, with a little piece of Portal 1 nostalgia (it doesn't loop, but the file I picked doesn't either so it works) -Added more destruction v. 1.1 - 5/27/2011 -Fixed multiple methods through which the player could acquire the cubes in unintended ways, bypassing the main puzzles -Added lights to draw player's attention to potentially hard-to-see testing elements (i.e. portal surfaces in dark-ish areas) -Removed music for now; I might re-add it when I figure out how to make it actually work -Tweaked timing of events on broken sign at the start - it now explodes and dies after 1 second (was 2.5) -Fixed some minor texture alignment issues v. 1.0 - 5/26/2011 -Initial release
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
Flawol Overgrown Portal 1 Pack
Tired of the many basic attempts at creating an Overgrown version of the Portal 1 aesthetic? The Flawol Overgrown Portal 1 Pack (or FOP1P, pronounced 'fop-ip') has you covered! This pack aims to resolve this problem by faithfully remixing all the texture set of Portal 1 in the Portal 2 Overgrown style. This pack features:
27 textures, composing of every possible variant for the Concrete, Metal and Plastic texture sets all lovingly damaged faithful to their looks - and more!
Blend Materials for every possible floor variation! With both of Portal 2's dirt and moss blends being used!
Every P1 Test Chamber Model retextured and adapted with a remake of P2's Craquelure texture, creating an authentic Valve-style look to the models. (Pellet Models and Turret not included)
Credit is Required
[Coop] Space Gardens
The "Space Gardens" mappack takes place on the moon in the facility known as Creative Futures Space Gardens (CFSG). Activated by SIMBALD, you'll play as the robots with the task of activating the facility's main water pumps. 6 challenging test chambers, new test elements and plants await you on the moon! To install and play: 1. Extract everything from portal2 folder to your Portal 2 folder (Steam/steamapps/common/portal 2/portal 2). 2. Be sure that your co-op partner extracted everything too. 3. Type "snd_updateaudiocache" into the console and press Enter 4. Start a co-op game. 5. Type "changelevel mp_coop_cf_space_gardens" into the console and press Enter 6. Enjoy the game! ------- Change log: 1.1 Added easter egg to lobby Both players should hear songs now Edited something in chamber 2 Fixed panel bug in chamber 4 Added overlays to chamber 4 Fixed unintended solution in chamber 5 Various bug fixes 1.2 Fixed some unintended solutions in the last map Removed player clip from stairs (enjoy falling down!) Added music to 4th chamber 4th chamber now has 2 separate buttons (thanks Insomnautik!) Various bug fixes / changes in design ------- Special thanks to: Gig - betatesting, puzzle design Strnadik - textures warnightify - ideas chickenmobile - scripts, awesome lobby That Greek Guy - betatesting Pitkakorva - help geoffegg - speech and many others! Don't forget to rate this mappack and write your opinions to map's thread after you finish the game!
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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.