Browse Downloads
Recently active files on the download database.
Uselessness
An Easy-Medium one room puzzle featuring the all knowing Core 3 and his hilariously inaccurate facts.
Rush
Version 1 and chamber 1 of a string of test chambers that doesn't try to be difficult, but instead, simply fun. I hope to expand this map and take it to new and better places, so let me know on the forum topic what you think needs to happen to make it special. Known Issues: Elevator doesn't end level Lighting Random Thanks for playing!
[SP] Devil's Tower
A small difficult puzzle for hardcore portal players. Note: As all my maps, this may require rather advanced techniques. Also note that it is probably not controller friendly. 1.1 Bugfix and small adjustment to remove unwanted solution. 1.2 Added a fizzler. 1.3 Made tube smaller.
Without Portalgun Demo ?2: Volleygel
As I promised... This is a new map which contain puzzles without Portalgun. They have become more difficult, smarter and harder. Puzzles are based on using the Repulsion Gel. And remember: you cant use Portalgun. You should push the buttons to open portals. So, good luck and have fun.
[SP] Deja vu
These test chambers were designed to understand whether testsubjects became confused if they had to solve the same chamber over and over again. The test results were highly informative; they did not. This is my first map, so feel free to post some constructive comments. ==Changelog== V2: -Removed unintended tricky jumps (9x) -Updated math_counter -> logic_branch -Minor changes
Repitition
Not as hard as my first map but still quite the challenge
Kvalheim's Singleplayer: 01
My first real attempt at a Portal 2 map, created in about a day. Not filing as "released" yet, as there are still lighting issues and GLaDOS speech needs to be added. But for the amount of time I put into it, I think it's turning out pretty well, and would love to hear feedback.
More Than Meets The Eye
An extremely short map that I made in my spare time. Don't expect anything great, I just wanted to upload it because I though it was neat. Also tell me if you want more like this!
Aristodemos
My entry for the summer mapping contest. A fun coop for two lads to enjoy! Divided into 4 rooms with various challenges. Have fun!
[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