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Secleratus
Uploaded by Demise · Jun 06, 2011
38 comments · 4.5 (22)

A challenging coop map with some original puzzles that take strict cooperation. I tried to come up with some of my own ideas, things you didn't see through the portal game. It is a good sized map with 4 puzzle rooms that will be sure to really test you. Please enjoy my cooperative map! Thank you. Please check the thread for changes, screenshots, or for help with any parts of the map. I would appreciate feedback! *UPDATE* Fixed No Edict Crash Map no longer has exit elevators. Just know you've completed the map once you hit the final button in the glass in the last room.

Secleratus
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Forsaken Chambers
Uploaded by torquestomp · Jan 19, 2012
22 comments · (No ratings)

Some of you may remember this map's ancestor, brainbender01, from long ago. Well, it's been awhile and I've come back to this mapmaking thing, so here is the first map in a series I am working on: The Forsaken Chambers. Heed my warning that these puzzles will be HARD, then take solace in the fact that the execution of the solutions will not be hard, (no cube-tossing, strafe-jumping, etc.) just figuring them out will be. Then, go ahead and try this one on for size. Any and all feedback is greatly appreciated! -- v1.1 Update -- See thread for details -- v1.2 Update -- Map #2 is uploaded! Also I recommend replaying map #1 even if you beat v1.1 already. It has received a makeover that explains the scenery in map #2 more transitionally. Extra notes in the thread. -- v1.3 Update -- Bug fixes, mentioned in thread. This will be the last [WIP] submission for this map series: Next installment is going to [SP] baby! --v1.4 Update-- Moved to [SP]: Forsaken Chambers Easter Egg has been added to map 002. More content is now in the works

Forsaken Chambers
Jump
Uploaded by eviloatmeal · Apr 29, 2011
19 comments · 5.0 (1)

I think I'm going to stop here and start a new project. Note: You start without a portal gun because the puzzles are designed to be solved without a portal gun. The gun is found later in this map, at which point there are puzzles to solve that require it. Changelog 2.8: Fixed some stuff. Broke some stuff. Added some stuff. 2.3: Added sphere puzzle. Miscellaneous. 2.0: Added transition from introduction area. Added portal gun drop. Added excursion funnel puzzle room. Many tweaks. 1.1: Adjusted lighting. Added ambient noises. Added music. Miscellaneous. 0.9: Added ending sequence. Adjusted triggers. Miscellaneous. 0.8: Fixed arm dynamics. Added more weighted cubes. Changed format from .vmf to .bsp. Miscellaneous.

Jump
Testchamber 14 Remake
Uploaded by KKiONI · May 03, 2012
16 comments · 3.8 (4)

A level inspired by the level originally in Portal 1, but with a new twist! Additional Screenshots: Hallway Cube Room Laser Room

Testchamber 14 Remake
Purgatorio 01
Uploaded by The Irate Pirate · May 20, 2011
19 comments · 5.0 (5)

A single co-operative test chamber and my first. This is also the first map i've ever made to completion, this single co-op chamber should not be too hard to beat for anyone with a good sense of lateral thinking (or sign reading). This is the product of a bet I made to myself to be able to finish a map properly and will hopefully be the first of many. This test chamber is set in the ruined Aperture facility and revolves around the Aerial Faith Plate, Repulsion Gel and Excursion Funnel, among others. Compared to the later co-op test chambers this isn't too hard, but good luck anyway! (So named for Dant?'s Inferno) http://www.youtube.com/v/SRJUQxQ06RY&hl ... &version=3

Purgatorio 01
Robocoop: Laser Trip
Uploaded by eggfillet · May 27, 2011
11 comments · 4.6 (13)

My first map for Portal 2, it is quite an easy puzzle and hope you enjoy it.

Robocoop: Laser Trip
Penrose
Uploaded by Jaxe · May 12, 2011
60 comments · 5.0 (8)

This version is outdated. Download the latest version on the steam workshop: http://steamcommunity.com/sharedfiles/f ... d=68653074 TWP Page: Decay Thanks to everyone who provided feedback and demos for earlier versions. SCREENSHOT #1 SCREENSHOT #2 SCREENSHOT #3 SCREENSHOT #4 SCREENSHOT #5 Changelog: v10b: - Fixed invisible wall in c1 -> c2 transition v10: - Tweaked chamber 4 puzzle - New BTS section in chamber 3. - Redone visuals in chamber 3 - Minor changes to chamber 2 puzzle (slightly harder) - Improved c1 -> c2 and c3 -> c4 transitions - Tweaked lighting and texturing in chamber 1 - Added elevator videos and chamber signs - Added more load points - Optimised performance - Tweaked fog - Many minor fixes & added details v9a: - Added new chamber - Added outro sequence - Improved behind the scenes sections - Removed the old chamber 5 - Switched order of last two chambers - Fixed level changing not working if steam was in offline mode - Misc general improvements & minor fixes v8c: - Fixed invisible walls in c5 - Fixed indicator lights in c5 - Made c5 solution more obvious - Changed some c5 portal surfaces v8b: - Added chamber 5 - Fixed some shortcuts in chamber 4 - Fixed chamber 3 observation room visual glitch v7b: - Added chamber 4 - Added halfway load point - Minor changes to chambers 2 and 3 v6a: - Revised chamber 3, rearranged puzzle and improved visuals - Fixed some physics bugs in c3 - Optimised many parts of the map - Added soundscapes to some parts (incomplete) - Added intro elevator - Added Enter/Exit doors to all chambers - General improvements v5c: - Fixed cubemaps v5b: - Fixed way to skip chamber 3 v5a: - Added chamber 3 (transition is temporary) - Improved c1 to c2 transition - Minor fixes v4d: - Redesigned chamber 1, can now be completed with only single flings. - Added proper chamber 1 to 2 transition. - Fixed a few places in chamber 2 where you could fall under the map / lose items. - Removed some portal surfaces from chamber 2 to prevent unintended solution (There's still multiple ways to do it) - Tweaked HDR - Many minor fixes & tweaks v3i: - Renamed map Penrose - Lots of improvements to chamber 2 - Tweaked puzzle a little - All cubes should now respawn if lost - Water now works properly - Exit gate now works (doesn't go anywhere yet) - Better lighting and visuals - Added two save points to first chamber - Made the first fling easier? (Added new portal surface) v2g: - Added new second chamber (transition between them is temporary) - Changed first puzzle to be slightly harder (flings are still the same) - Added more portable surfaces in first chamber - Monster box now has a purpose in life - Removed unnecessary fizzler in first room. (Should be impossible to destroy/lose cubes in the first room now.) - Lots of minor changes v1: - Initial release

Penrose
Enclosure: Chamber 02
Uploaded by PainCake · May 05, 2012
31 comments · 5.0 (11)

My second finished map, yeah. Tricky and maybe hard. I made it in style of my previous map, but I tried to make it less hard. Don't forget to save every stage you clear or you'll get angry! Also portal placement requires a fine-tuning.

Enclosure: Chamber 02
[SP] Lp's Lazr0s
Uploaded by Lpfreaky90 · Mar 04, 2012
33 comments · 5.0 (25)

A small but slightly difficult laser room! Can you navigate your laser beam through a series of laser catchers, relays and fizzlers? Don't worry, you won't need impossible laser cube positions or tricks, you only need a good bunch of logic, two cubes and a way to get rid of that nasty turret! Have fun!

[SP] Lp's Lazr0s
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KeepItGoin
Uploaded by amirrezapsp · Apr 22, 2012
10 comments · 2.9 (7)

It's a test chamber using TractorBeam and other materials I hardly try my best to release one map per 2 or 1 week. Take it easy on the map. This is my first map ever in portal ======Changes in version 1.8======= 1.fling is now fixed 2.tried to make the map more challenging 3.lasers added 4.speed and bouncing gels added 5.room is now smaller 6.elevators added 7.tractor beam is now slower 8.hardlight is now moved to a diffrent place 9.turret room is now actually bright! *thumbnail will be updated LET ME KNOW WHAT YOU THINK

KeepItGoin