Browse Downloads

Recently active files on the download database.

[SP] Lab_life
Uploaded by 650yoghurt · Aug 01, 2011
12 comments · 5.0 (20)

This is Three maps i've made. my plan was actualy to make about 5 chambers also with a cool ending with companion cubes. But school had to come first so this is the finished product Please check the "README" file before asking questions cheers.

[SP] Lab_life
Advertisement
Registered users don’t see ads! Register now!
[SP] Decode
Uploaded by greyhoundx88 · Jul 29, 2011
29 comments · 3.8 (17)

Update 1.2.2: Read Below! Solve puzzles to reveal parts of the code required to unlock the door at the end. This is my first Portal 2 map. Puzzles range from easy to medium difficulty and many involve flinging. Update 1.2.2: 1. Fixed an exploit that could cause one of the puzzles to be solved very easily, bypassing the intended solution. 2. Made minor changes to prevent an area being reached in a manner not intended by the author. Update 1.2: 1. Made it ACTUALLY impossible to get trapped in sphere silos. 2. Made laser crawl tunnels easier to navigate while holding a cube or sphere (if you'd want to do that) 3. Fixed some autosaves triggering right before falling into death water. Update 1.1: 1. Fixed some doors opening on touch, which made some puzzles pointless. 2. Fixed some nodraw textures above dispensers 3. Placed portal placement helpers around map 4. Fixed some door open/close triggers 5. Added observation rooms. 6. Made it more difficult (hopefully impossible) to get stuck in certain areas without a way to portal out. Overall this update improves gameplay by removing the need to place portals in just the right spot, as well as by adding more signage to make goals clearer. If you've already downloaded this map and played through it, don't bother with the update, but if you've downloaded it and haven't played it, please re-download as this version will provide as more satisfying experience. Thanks!

[SP] Decode
FourthReaper Texture Pack: Fields
Uploaded by GLaDOS · Feb 24, 2012
0 comments · 5.0 (8)

Texture Files Included: fr_surface_division_field fr_force_deflection_field fr_matter_inquisition_field fr_compressed_smoke_field A small texture (material) pack I have assembled on special request in one of my maps threads. Please note that I have created these textures with a certail function in mind. I would appreciate if you would take a close look at how I used them. The Surface Division Field (green) functions as a world portal, for example. (It is also use in some of my maps.) I did not create instances for these "fizzlers" as I can't guarantee full functionality if I do. Please only use the textures if you know your way around handling these things. How to install: Put the texture files in D:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2\materials\FourthReaper. A map vmf and compiled bsp are included in this small pack as to show how to make correct use of the textures. Please take a look at the vmf before use of these textures. [color=#DD6060:1xnibl6a][b:1xnibl6a]IMPORTANT:[/b:1xnibl6a] Always add the files into the compiled bsp file (using Pakrat or something else) or create a VPK (if that still works, anyway)! Otherwise other people will not have the texture files themselves![/color:1xnibl6a] Credits: FourthReaper - for design and creation Valve - for making the Half-Life/Portal universe a better place Various others - for helping me make custom fizzler vmt's and helping me out on certain issues. Feel discredited? Want in? Contact me at the topic for this pack on ThinkingWithPortals.com

FourthReaper Texture Pack: Fields
[SP] Test Map Pack 3
Uploaded by Rand0mNumbers · Nov 13, 2011
35 comments · 5.0 (7)

7 more chambers. Again, I must warn you that these are experimental. I've attempted to give the player direction without resorting to neon signs, but some ideas are a little...odd. Some chambers have autosaves right before you are about to kill yourself. So, if you die, don't panic...much. Each chamber will lead to the next. The last one does not have an elevator, so the transition may be a bit jarring. Start the sequence with 'map testmap_22'. The following is a list of all the maps in the pack with their titles from corresponding YouTube videos: testmap_22 - Up and Down testmap_24 - Align It Yourself testmap_25 - Enough is Enough testmap_26 - Lateral Thinking testmap_27 - Heavy Lifting testmap_28 - Not Another Puzzle testmap_29 - Assuming Control Due to vpks not working right at the time of posting, this is a zip file with the maps and materials folders. Extract them to wherever you can get Portal 2 to recognize them. Note: Align It Yourself will briefly toggle cheats to get sv_allow_mobile_portals working. The Peer Review update (or its subsequent updates) somehow made toggling it without cheats unreliable. The chamber isn't broken without mobile portals, it'll just take a little longer. Please let me know of any bugs you find...except that hard light surface over videos not working right. I don't believe I can do anything about that without sacrificing one or the other. Also, the spheres in 28 may disappear through the floor. Blame Source's physics. Release 1.0.1: Changed the map transition command in 26 from 'changelevel' to 'map' as a fix for visibility issues in 27. Release 1.0.2: Added clip to mobile portal surface in 27 to prevent players from getting stuck behind. Primary attack is automatic fire and secondary is semi-auto in 29. Added broken room to 29 to mirror the target room. It is difficult to see and may be removed/moved/replaced in a future release. All maps set map_wants_save_disable to 0 after 4 seconds have elapsed. This fixes the issue where players were unable to quicksave until they either reloaded the map or changed the variable themselves. Disabled top wall projectors in 26 to make getting to the elevator easier if the player fell. Release 1.0.3: Assuming Control: Added tipped over tube and crushed turret Modified player failure execution to briefly toggle cheats Made falling tube demonstration start earlier and more prominent Added possibility to destroy target without having to neutralize immediate threats Modified firing system activation to briefly toggle cheats Realigned some textures Made windows "less shiny" Align it Yourself: Made panel move around until you look at it to promote more USEful curiosity Enough is Enough: Added clip to prevent prematurely exiting puzzle Added moving portallable panel to prevent players from being stranded Heavy Lifting: Removed upper 2 levels of portallable surfaces above entry door Added location check for buttons Added vphysics clips to prevent button from wedging itself in Changed station 2's i/o to stop unnecessary panel animation changes Changed station 3's i/o to address issues with the exit door

[SP] Test Map Pack 3
Triple Lazor
Uploaded by GLaDOS · Feb 24, 2012
0 comments · 3.9 (9)

This Map is a Modified Test Chamber 20 To Install This Map: Extract and Place the .bsp file into "steam\steamapps\common\portal 2\portal2\maps\" if you find any bugs, unintended solutions, pls tell me.

Triple Lazor
Sepulcros
Uploaded by Team Citruz · Jul 29, 2011
19 comments · 4.2 (19)

Team Citruz Presents: Sepulcros DESCRIPTION: Smallish map, in destroyed style. Just a little teaser for future maps in development by Citruz. Contains turret and lightbridge based testing elements. Easy to medium difficulty depending on your expeirence. Relative to the size and difficulty of maps in act 01 of the main game. INSTALLATION: Included in Read Me file. SCREENSHOTS: CONTACT INFO: If you have any comments or questions please do not hestiate to post in the thread where the download is posted or send it to [email protected] VERSION HISTORY: 1.1 Added fizzler in main room to prevent cheating Fixed graphical and texture issues Reduced lag issue caused by dropper 1.0 Initial Release MAP MADE BY TEAM CITRUZ

Sepulcros
Chain Fling
Uploaded by GLaDOS · Feb 23, 2012
0 comments · 3.0 (10)

Hello thar. This is my first puzzle map for Portal 2. It is a fairly easy map. Installing: Place the file into "steam\steamapps\common\portal 2\portal2\maps\" This map focuses mainly on flinging. Change log: v1.0 - Release v1.2 - Aligned textures - Shifted some triggers - Added a info_placement_helper ( As if the map isn't easy enough ). Any feedback is welcomed. Habzs.

Chain Fling
Vertical Reach
Uploaded by Lostprophetpunk · Jul 29, 2011
32 comments · 5.0 (17)

Reached over 1,000 downloads. Thank you! ### This is a medium difficulty map, with a few little surprises. If you would like to know how to install the map, visit the link below... mapping-help/playing-portal-2- custom-maps-t4076.html This is [v1.4] of the map. Thanks to msleeper for the elevator transition instance ### Previous Bugs ### v1.0 - Could get stuck in third room v1.1 - Weird reflections in toxic water - Cube would sometimes not fall on the button when thrown - Cube would sometimes not fall on ariel faith plate - Laser could be shot from wall straight into the laser catcher v1.2 - Fizzler was at eye level, making it hard to see - Lighting in elevators was to a poor standard - Not enough indicators to show what things do - The third chamber solution was a little too easy - Exit door didn't close v1.3 - Intended solution to the third chamber could be bypassed I hope you enjoy it. =] My username for Thinking With Portals is Lostprophetpunk if you want to get in touch.

Vertical Reach
Fizzle Funnel
Uploaded by Nightgunner5 · Apr 25, 2011
6 comments · 3.1 (13)

My first Portal 2 map. Not much of a puzzle, but again, it's my first.

Fizzle Funnel
Advertisement
Registered users don’t see ads! Register now!
[Coop] Colours Co-Op : : Map 3
Uploaded by IanB · May 15, 2011
38 comments · 4.1 (22)

: : : ATTENTION - You can now pick up the cube - So that's been fixed! This is a full working bug-free version! Enjoy! The Hardest, Greenest Colours Co-Op Map Yet! The whole map revolves around a central elevator shaft. It makes heavy use of funnels, faith-plates, and goo! Adventures inside a giant gyroscope? We've got you covered. [[UPDATED]] Due to numerous requests to make this chamber easier, I've ramepd down the difficulty by adding an "easy" button. I also removed the Frankencube due to a number of bugs related to it. Lastly I trimmed some fat to make it less laggy for people with slower machines, if you're still having lag issues I can cut the support lines out altogether and make the map run silky smooth if there's a big enough demand for a low-def version please do not hesitate to ask me for it! ALSO: The map now contains a version that can run on machines with less RAM!

[Coop] Colours Co-Op : : Map 3