Happy birthday, Portal 2! In celebration of fifteen years of Portal 2 and its community,
we want you to make a map that represents your favorite aspect of Portal 2. Maybe it’s the story; the puzzle design; the art direction; the characters; or even
the portals themselves. Capture whatever it is that captured your heart.
My favorite aspect of Portal 2 is the promotional material, this is represented by my maps setting within a trade show featuring booths inspired by the various videos and renders used to promote Portal 2.
Judges’ Scores
Ashleyanna
Nacimota
Ossy
Stract
TeamSpen
War
Avg.
Total
Creativity of Premise
92
90
90
90
65
95
87
93
Execution of Idea
99
95
100
90
90
100
96
Standalone Score
100
100
95
90
90
95
95
This entry received the most votes for Community Favorite!
My favourite thing about Portal 2 is how perfectly it functions as a foundation for fan-driven storytelling. It's such an expansive world with so little concretely laid out, which makes it so fun to dream up new stories and settings within that narrative wrapper. In my case it's the Midas Collective (this being my second go at a map in this setting) but just look at how many mods and maps are being made every day and how long this community has been around. Long may it continue.
My favorite aspect of Portal 2 is how the community has shaped its puzzle philosophy over the course of 14 years. Introducing concepts, creative move-sets, and fascinating logical sequences that the main campaign never explored. My entry showcases this by featuring both popular techniques, ones discovered by previous authors, and some creative, rare moves I've found. Moves you possibly haven't seen. And an element that is exclusive to the Workshop, to top it all off.
My favorite aspect of portal 2 is the stories that can be told through maps in its universe. I think the wide variety of unique and creative maps that are playable, from big mods like revolution or mel, to each little workshop map, tell their own story of aperture in a completely different way. With the authors own little flairs here and there, this can lead to some really cool interactions with players and the stories that not only the author tells, but the player also creating their own story as they play through the map and experience it in their own way. For example, my map tells the story of aperture trying to go eco friendly, but the player can also build upon this story by examining the little details dotted around the map, and coming to their own theory/conclusion. That is awesome.
What's my favorite aspect of Portal 2? The characters, of course. Especially the one jokingly nicknamed PotatOS (aka GLaDOS in a potato). I love how her character experiences ups and downs, from a practically omnipotent AI to a potato battery and back again. My interpretation of the character is based on SeaMaggy's art and animation. Most of my time was spent learning Blender and modeling, which is why I had to rush the map itself, but I still hope you enjoy it.
My favorite aspect of Portal 2 is it's cooperative mode, as well as cube recycling.
I felt inspired to make a map which the core theme is recycling while having the cube as a recurring character throughout.
I was also inspired by the co-op bots ability to respawn themselves without resetting the map and wanted to experiment with player recycling.
This is the first Portal chamber I've made and my main inspiration is hopes of finding connections and criticism so I can improve myself as a map maker!
If I had to say, my probably aspect of portal 2 would be its gigantic environments, like the bts aspect of the game and also the underground sections of it. I'm a big fan of stuff like this, and I feel like Portal 2 does this in a really good way, probably being the main reason I like the game so much. Here, I decided to do a mix of old aperture and new aperture by making a map that takes place in a sort of transition area. Although it's quite a bit of a different style, I do believe that it fits in well. As for the big environments, that was represented by the final area, with these gigantic structures that (hopefully) make the player feel small.
I think Portal 2 has really striking visuals, and my favorite part of those are from the Old Aperture theme. I enjoy its antiquated technology and design styles, and vast scale. Across its eras, my favorite is probably the 70s. I tried to convey some of its bold colors and designs while still presenting them within Aperture's tightening budget.
My favorite aspect of Portal 2 is Innovation. There is probably a word for it, but yeah my favorite aspect is how even 15 years after it's release, people are still finding ways to innovate on the Portal 2 mechanics, creating their own, from small things like custom fizzlers to much bigger things like whole new gameplay (e.g. Reloaded, Aperture Tag, TWTM, Forbidden Testing Track). So, in that spirit, I created a third portal, a new mechanic, a new gameplay element for Portal 2.
Natural Harmony is just a redux of Portal 1's Chamber 17, but I think it represents well what I imagine the Overgrown style to be like. Dirty, broken, and filled to the brim with plant life. It's one of my favorite styles in Portal 2, and is oddly comforting to me. You're alone, but not in a scary or isolating way. It feels more like you've chosen to be alone, surrounded by nature in a place that shouldn't have it, all encapsulated in a single area. It's satisfying watching the plants move in the wind, hearing the insects buzz and birds call out in the distance, like Mother Nature reclaiming Her land and allowing Her creatures to once again roam free. Overgrown was one of the first styles I tried to learn, and my earlier attempts were... interesting to say the least. But this map, in my opinion, is one of the best Overgrown maps I've made yet, and I hope all of you can have a relaxing time here. Well, baring the energy pellets making your life a living nightmare. At least I didn't give you the ball... that wouldn't have been fun, now would it?
My favorite Portal 2 aspect is creating complex logic out of a simple setup. I find it very enjoyable to give myself a set of tools and try to see how many interesting sequences I can force the player to do with that set of tools. This map has a lot of subtle back and forth that requires attention to detail and a lot of thought to discover, which makes it a great example of what I'm talking about. It is rather challenging, so a solution video will be added as some may be unable to solve it.
My favorite aspect of Portal 2 is the facility itself, especially how it is almost... alive, even, ever-changing, thorough the game.
So what's the best way to represent the facility's lifefulness than to make a reconstruction-styled map? After all it is the aesthetic not only most shown in Portal 2's marketing, but is also the aesthetic most associated with Portal 2, period.
My favorite aspects of portal 2 are it's visual variety, responding music, and it's amazing storyline. I chose one of my favorite moments that encapsulates all three. The Part where He Kills You has so much in it that I feel is overlooked such as the facility that stretches beyond your vision. It also has music that feels like it responds to the player's actions like when you get flung it gets chaotic, or when you get caught in the slow beam and it becomes relaxed.
The chapter is also a huge plot advancement, and it really shows how diverse and flexible the whole facility really is! I planned to have more, but due to the time crunch and the fact that I made the entire map in the wrong source engine, I had to scramble the map to it's finished state. I hope this map can show my three best parts of portal 2! Although everything is the best part if I'm going to be honest...
Every time I create or play a level for Portal 2, I have a chance to sit down with some of my best friends and discuss what we love about puzzles. If I wasn't a puzzle designer, I wouldn't know these wonderful people. I can hardly imagine a life without this game. Creating this map was an opportunity I feel lucky to have. And I hope to have many more.
My favorite is the way testing elements are brought together in increasingly complex ways, especially when it results in being able to go back and find better answers to an already difficult puzzle.
In my puzzle, you do just that. Spoilers for the actual puzzle is below, as it's impossible to talk about how this is implemented without spoiling part of it.
the visuals of the decadence of the test chambers. is a style i ever like to see. and the simple levels with something tricky. all of this is represented in this map.
Aside from the game itself in my map I've represented my most favorite environmental design as seen in the co-op testing course "Mobility Gels", where the player is located in old Aperture, but has been a bit modified/fixed by new Aperture.
My favorite aspect of portal 2 is the overgrown one. I have represented it in my map by having the style kind of match the first couple chambers. The map was maybe a little rushed because i didn't know about the competition until about a week before the deadline.
My favorite aspect of Portal 2 is without a doubt the lasers. I really love how they are implemented into the game, and how they can make some puzzles so much harder than the hardest pellet levels. I feel my level shows off my love for lasers through its constant use of them, their use in the level, and the weird and wacky angles you put them in. No matter where you go in the test, there WILL be laser beams. While some parts of the puzzle may be bland, I feel this shows my love for lasers pretty well, even if it isn't the best performance.
I like how the background of portal 2 makes me feel it gives off an ominous effect and look at how it runs and I enjoy it. The idea was a test chamber to a background to another test and then the end. But I scraped the idea and made it a full back ground look and I think it was the right call, so If you enjoy let me know if not then tell me what to change.
Oh ya one more thing I will make a part 2 of the map but don't expect it soon i will take my time because this took 2 weeks and is still buggy to the point that I can not add thing with out it crashing but i would like to try you add voice lines at a later date.
Here is the idea of part 2: you will walk to the other side of the vertex door and you will be welcomed to this kiosk area with a main table in the middle, you can explore different rooms with stuff in it that would be…. Interesting. So that is the background of part 2.
By far my favorite parts of Portal 2 were both Old Aperture and Gel. I have attempted to create a Gel based puzzle where the goal is to guide a gel blob to the end. This is my first ever proper attempt at a map, and I hope you enjoy! (Ignore display text, forgot to remove it and only noticed too late after last compile)
The part where he kills you — an "unexpected" clever moment from Wheatley, followed by utter comedic incompetence, represented by the buttons and turret placement, as well as the non-working turret trap and the visible line in the button room, making the dummy buttons very obvious.
I don't need to say that modding Source is hard, very hard. The Source Engine is an old, wayward engine, with a ton of limitations. It doesn't do what you want, but what it wants. And by "it," I mean the dragons of this engine: bugs, unimplemented features, everything that can be said is simply Source. But we chose it. We went for it ourselves. And I'm amazed at what the community has accomplished with the game as it celebrates its 15th anniversary. Dragons are wild, their bestial nature is unmatched. But if you can tame a dragon, if you can master its character, its bestial nature, there are no barriers, nothing is impossible. Any of the Source Engine's limitations and bugs can be circumvented.
My map represents one such dragon — prop_vehicle_driveable. I wasn't the first to find it, but I think I was the last one to try to tame it (since everyone will soon be moving to P2CE). It's an old entity that still exists in the Portal 2 codebase. It's glitchy and buggy. If it doesn't like anything, it will crash your game. I had to work around a lot of its limitations.
If this map runs for you, then I've tamed this dragon.
With P2CE, a new era of modding is dawning. I'll miss P2. It will be easier in the new engine, everything will work as it should, and there won't be a single dragon anymore.