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Observating
Uploaded by beecake · Dec 09, 2011
14 comments · 4.6 (12)

So i have been working on some kinda horror map... So the idea is: You just escaped from GLaDOS and now you are walking around in the observation rooms, trying to get out. You notice that she got a new test subject. You get flashbacks from the tests the person is doing. This is not a hard testing map. Only made for creeping you a little... Put on your headphones or turn up you volume a little. Go explore. Maybe you find small eastereggs... (I haven't finished up the eastereggs yet.) There is both a winning and a losing way... Now go explore the back of Aperture... Enjoy

Observating
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Interlink
Uploaded by Xtreger · Mar 06, 2014
11 comments · 5.0 (1)

A small, challenging map. Thanks to grayarea for playtesting Workshop link: http://steamcommunity.com/sharedfiles/f ... =235438315 The Wheatley dialog mish-mash was inspired by CoolDudeClem's Crazy Chambers: http://steamcommunity.com/sharedfiles/f ... =194726504

Interlink
Getting Back on a Track 1.1 (Updated)
Uploaded by BenVlodgi · Aug 06, 2012
23 comments · 5.0 (8)

A map I plan on finishing up a lot more and including in Back-Stock I was working on this all the way up until the last minute, I didn't even get time to do a full compile on it. its got some bugs, but I hope you still enjoy also, I swear I "submitted" this like 10 mins before the deadline, it just took a while to upload Bugs I know about but didn't address due to time restrictions: The ride starts a bit jerky The ride may start with a cube really close to you Wheatley has nearly no emotions, and says nothing Wheatley happens to just disappear at the end of the ride The conveyorbelt segments overlap When you load from a quicksave wheatley is off his track Its really dark.. because I didn't do a full compile in the actual chamber: the button doesn't respawn the cube when you loose it, which means you can get stuck the excursion funnel will eat up your cube when you set it to reverse there is some visible nodraw, but it isn't really bad, since it has stuff behind it to draw. the elevator ride goes forever (or until your game crashes) Edit: Now that I see that this is featured, I guess I'll upload a fixed version, where I split the map into 2 bsps because it was so large it couldn't run a full compile on the whole thing

Getting Back on a Track 1.1 (Updated)
Think Outside the Box (Early alpha) [WIP]
Uploaded by P0rtalFTW · Dec 27, 2013
22 comments · (No ratings)

This is just an early alpha test... I thought why not make a map that makes the player think outside the box? I might make this a map-pack if I get good feedback. If I get feedback, I'll probably make the 2nd map...

Think Outside the Box (Early alpha) [WIP]
Liquid Coloring Excision Field
Uploaded by CJLERCH · Feb 13, 2014
4 comments · (No ratings)

This pink field was designed to block portals and paint, but not fizzle portals or cubes. It is essentially a barrier that blocks paint. Credit goes to Josepezdj for taking the time to teach me the basics of retexturing a fizzler, so I'd like to thank him again. Creation: https://developer.valvesoftware.com/wik ... ler_Fields

Liquid Coloring Excision Field
TLFS Interactive Computer Mechanic
Uploaded by Sejievan · Feb 12, 2014
6 comments · 5.0 (1)

Due some recent stuff i decided to release this, i realized that was stupid from my part hold this only for myself =D. (besides, even that taken me months to figure out how to do it, in reality is not to hard to imagine how it works, so if you want to see how i did here it is =D) --------------------------------------------------------------------------- !!IT'S NOT AN INSTANCE!! Recommended for people that have a more advanced knowledge in hammer. (i will try to do an tutorial, but if someone do first i will be very thankful, because i'm not a very good teacher XD) FILE CONTAINS -. BSP to see how it is compiled - The necessary textures (for you to have an reference for do it your own) - VMF for you study how it works i will be glad if you put my name in the credits if you use =P

TLFS Interactive Computer Mechanic
turrets verwatch 01
Uploaded by GLaDOS · Feb 08, 2014
0 comments · 5.0 (2)

An easy hammer-made test with GLaDOS, an easter egg, a fresh new idea and everything. I spent 5 days working on this. it's my first hammer map and I'm impressed what I managed to do. have fun! AND MAKE SURE THE TURRETS DIE! I didn't quite manage to add the steam workshop page as a download page so now you can install this map manually by: -extracting the archive in your ...\Steam\SteamApps\common\Portal 2\portal2 folder -and typing "map lasertest" in the console after loading portal 2. Special thanks to XeZrunner for useful advice and for the skybox at the end.

turrets verwatch 01
Crossway
Uploaded by GLaDOS · Jan 29, 2014
0 comments · 5.0 (2)

A tiny 70's era test for players who love logical puzzles. It does not require any kind of tricks, only deciding the placement of portals and the route to be followed. This map uses BEEMOD2 by Benjamin Blodgett and Carl Kenner, and the Puzzle Maker Style Changer by Carl Kenner. Credits: * Benjamin Blodgett: BEEMOD2 * Carl Kenner: 1970's Portal 2 instances, BEEMOD2 and Style Changer * TeamSpen210: Antline magnet, Cave Johnson portrait To Play: * Place crossway.bsp in Steam\SteamApps\common\portal 2\portal2\maps * Type "map crossway" in the in-game developer console Enjoy and good luck!

Crossway
Modern Walkway 128 Caged
Uploaded by tile · Jan 26, 2014
2 comments · (No ratings)

This is the modern aperture version of Skotty's 128 model, as seen here: Underground Walkway 128 Caged Full collisions. The hitbox is rotated 90 degrees the wrong way, but the collisions etc are still good so it shouldnt be a problem. please read the readme, and let me know if there are any major problems with this.

Modern Walkway 128 Caged
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PHLING
Uploaded by Theevina · Jan 09, 2014
6 comments · (No ratings)

Critical error: Map description not found. An Aperture Science description associate will contact you with the appropriate description when it is found. Difficulty: Medium Length: 30-45 minutes ---------- This is my tribute project to Portal and Portal 2 which bent my mind in so many ways. I wanted to try to do the same for others. It took about 2 months of work because I work slowly, and yes, it is extremely optimized which is why the size is small for the length. I hope you enjoy it. The meaning of the map [spoiler]This takes place after Chell has left Aperture. She dreams about the facility as most of her life had taken place in there. Her memories go from the old Portal 1 facility to the destroyed tests of Portal 2, always haunted by the words of GLaDOS and Wheatley. She has no family and her future is confusing. Eventually she sees the entire history of Aperture Science again from the beginning to the end, and the ending results in her being lost and confused. Her biggest test is finding her true self.[/spoiler] If you like it then please upvote the map on workshop as well: http://steamcommunity.com/sharedfiles/f ... =214699219

PHLING