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DaMaGepy's Portal 2 map #2
This is my second Portal 2 custom map, with 6 testchamber. Has custom musics. It's bigger than normal, the challenges are just a little above medium. The map is easier if you completed my first "training" map, and was made to be fun. Since my first map had a destroyed theme, I've decided I'll make this map with a clean look with minor bts things. Pls report missing/misplaced textures, errors/bugs/exploits. This is my summer contest entry too, with some modifications, removed custom music/texts and some signs The music is from Unreal, a cool game from 1998... Walkthrough video in case you stuck: http://www.youtube.com/watch?v=Oev-OPKDMkQ - optimized it a bit for smaller filesize - fixxed room6 so after throwing the ball out you can't portal out thru the hole - added a sign to room 5 + some bugfix - removed potato from gun after DLC steamid: damagepy
[Coop] Surprise
This is a (probably) medium difficulty Coop map. It doesn't include any hardcore moves and you don't need extreme precision or timing, but I think it's quite challenging. I hope you like it. Let me know if you find any problems or have some ideas for improvements or changes.
Fizzler Trap
My first Portal 2 map that I have been making, so now it is entered here. Compressed as a 7z archive. This is a small single player test chamber using controllable fizzlers like the one fizzler that needed to be turned off in the coop calibration course. However controlling the fizzlers might be a little more difficult in this map. This map attempts to emulate the clean aperture look similar to the triple laser single player map. (meaning not a speck of damage or debris anywhere) Bonus instances used in and included with the map download: Cube dropper which lets you set the cube. Mashed together clean departure elevator exit base that works with both act 2 and act 4 elevator logic. This is to create the same type of elevator exit as the triple laser puzzle (clean elevator, but goes down like act 2 instead of up like act 4) Custom level transition logic that does not use sp_transition_list.nut. The think function of this script is the offending function that always gives you the potatogun. So I just ditched the script. It is only used for managing the level order of the SP campaign and isn't useful for small custom maps. Instead all the things you may want to configure are simply parameters for this instance. This should work with existing stock elevator logic. This also forces the display of a chapter title and exit text (if you don't want it delete it yourself) Final note: I think I made the light map resolution unnecessarily high. If you read down to there, Thanks.
Fizzlerstar
After my first map, Atloss, I decided something a bit more simple would be a good idea. This map features three puzzles using my invention the fizzlerstar. I used this guide by lpfreaky90 for my level design. Thanks! Criticism and feedback welcome - encouraged, even. This is Falconer D. We're done here. Difficulty: Easy. No ninja skills required. Screenshots Changelog 2012/04/10 Bug fixes & element changes. No longer requires awkward positioning. No more unused elements. 2012/04/10 Initial release.
simple test
this is my first test so it is very simple and small. please give any feedback if you want.
[sp] That's no moon
APERATURE'S FIRST LUNAR SPACE TEST Transverse an exceedingly hard map with no direction, lots of traps and deadly...traps. Also lasers. save after every step. you will die a lot, and get stuck a lot. This map will be refined for future use.
Whatsa
All feed back is highly appreciated. The actual puzzles themselves are 99% finished (the 1% being bugs people may find). Its not meant to be the hardest or longest, Just a nice intuitive puzzle. I do support feed back but I do not plan on making it much more difficult. Update #1 Fixed several bugs in the second puzzle that allowed you to skip most of it. Fixed the laser so they shouldn't be causing any more lag. Update #2 Fixed broken door in puzzle two. Added Cube respawn in puzzle two in case it gets stuck. Added hints and finished setting prop_details. Removed some unnecessary foliage. Fixed some shortcuts in the puzzles. Update #3 Cleaned up light and textures and added some more visual detail.
Blackout
In this map, you are just continuing to do your Portal puzzles, half awake, when you are suddenly plunged into the depths of the facility. Here, the lighting is poor, and you will have to analyze every bit of the puzzle to find your way through. First room http://i145.photobucket.com/albums/r230/DarK_64/image1.jpg Please post any bugs! Thanks. PS: msleeper can you delete my other Blackout, I have no idea why I uploaded it twice...
Dupli
Dupli is a simple co-op map, which should be fairly short and easy to complete. I had at first created this map to test out Wheatley-style vistas and fog, but ended up turning it into a playable map. Enjoy! Feel free to leave any bug reports or feedback. This is basically the second map I've ever created in hammer for public release, so I expect at least some things to have slipped my mind during creation. Anyways, without further ado, here's some screenshots! http://i93.photobucket.com/albums/l46/T ... shot_1.jpg http://i93.photobucket.com/albums/l46/T ... shot_2.jpg http://i93.photobucket.com/albums/l46/T ... shot_3.jpg http://i93.photobucket.com/albums/l46/T ... shot_4.jpg Update 1: Fixed the indicator strip from the floor button.
mp_coop_deside
This map is released for testing. It might be changed/will be fixed. Ideas and feedback: add "audiotrash" on steam or post here. Anything is appreciated.