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Atlas in the office
Uploaded by noam2000 · Sep 21, 2011
11 comments · 2.0 (10)

one of my good maps (not like the rest) hope you like it ^^

Atlas in the office
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Frames prefabs
Uploaded by Lpfreaky90 · Oct 15, 2011
1 comments · (No ratings)

This file contains two prefabs: one for a doorframe, one for a funnel frame. To use these, place them in steam/steamapps/common/portal 2/bin/Prefabs. In hammer, click the entity tool and then select prefabs, and choose the one you want to use.

Frames prefabs
Reduce Reuse Refract
Uploaded by Lemures · Jun 06, 2011
21 comments · 4.6 (13)

Reduce Reuse Refract (v1.0) is a two part, difficult map involving lasers, redirection cubes, and of course, thinking with portals. For the first part, remember the map's name if you get stuck. Reduce, reuse, and refract! This is my first map, and my submission for the summer mapping initiative. I spent way too much time on this, so please, submit your feedback and tell me what you think. Good luck! -Lemures (06-06-11)

Reduce Reuse Refract
Portal 2 Test - Laser and Funnel
Uploaded by Omnicoder · Apr 20, 2011
16 comments · 1.4 (14)

Test of Portal 2 mapping pre-SDK.

Portal 2 Test - Laser and Funnel
Portal Practice
Uploaded by Groxkiller585 · May 21, 2011
14 comments · 5.0 (11)

This my first map for Portal 2. Don't expect something very long or difficult, it was just me getting the hang of things. Judging from playtesters the difficulty is borderline easy/medium so I went with medium. Have fun and remember to give feedback here in this thread! I have to thank Omnicoder,Reepblue, and P0rtal2player for thier help and support. This has been out for awhile but I forgot to upload to ThinkingWithPortals. Sorry for the delay!

Portal Practice
Portals on Panels, Issue Clarification
Uploaded by KillerBeeGees · Oct 12, 2011
3 comments · (No ratings)

I'm having an issue where portals placed on my rotating panels will only be oriented one specific way relative to the prop_dynamic (panel) inside of them. Here is a big, simple version of the problem I'm facing.

Portals on Panels, Issue Clarification
Core Socket Example
Uploaded by Yaru · Sep 26, 2011
3 comments · (No ratings)

Core_socket.mdl usage example. Connect Wheatley to activate some of the testing elements.

Core Socket Example
Faith
Uploaded by GLaDOS · Oct 13, 2011
0 comments · 5.0 (10)

My first Portal map! It's a single player map consisting of 4 quite easy, short chambers which should take about 15 minutes to complete. As .vpks are currently not working due to DLC pack, please extract all files to: C:\Program Files (x86)\Steam\steamapps\common\portal 2 In game press ` (to the left of 1) to open the console and type "map faith" to play the level. Once .vpks are working again I will release an update. Hope you enjoy, and any comments/feedback/recommendations please let me know in the topic link below. If you should happen to get stuck I have posted a video walk through here: http://www.youtube.com/watch?v=aZSODxmIBDU Release updates: v1.0 - Inital release v1.1 - Fix bug in chamber 4: you can get stuck if you don't keep a cube with you. v1.2 - Fix bug in chamber 4: there are too many cubes so you can get through the chamber by cheating. v1.3 - Bridge leading to Chamber 2: You can no longer run along the top while it is down. Chamber 2: The main puzzle has new geometry, so that cubes cannot fall between the gaps of the arms. v1.4: Chamber 1 and 2: Droppers fixed so that buttons only reset once the dropper is closed.

Faith
Co-op tube ride sequence
Uploaded by Mr. P. Kiwi · Oct 12, 2011
1 comments · (No ratings)

This is an instance that when triggered causes a sequence in which Blue, Orange or both go flying through a set of vents, like the one that leads to and from the 'DLC room' in the hub. To activate it you need a trigger_playerteam that will tell the instance what sequence to start (Blue/Orange; Long/Short) and to enable/disable the trigger_teleports. You should also place two trigger_teleports - one for Orange and one for Blue. these should be enabled when the corresponding bot arrives and disabled when he leave's the trigger_playerteam brush. There are four alternate remote destinations for these brushes: @orange_tuberide_long_teleport_trigger @orange_tuberide_short_teleport_trigger @blue_tuberide_long_teleport_trigger @blue_tuberide_short_teleport_trigger You can also have up to four point_teleport entities, from these the player will re-appear in the map after the sequence: @orange_tuberide_long_teleport_trigger2 @orange_tuberide_short_teleport_trigger2 @blue_tuberide_long_teleport_trigger2 @blue_tuberide_short_teleport_trigger2 YOU MUST NAME THESE ENTITIES APPROPRIATELY, otherwise the instance won't work properly. Hope you'll make the best out of it, I'm sure I will.

Co-op tube ride sequence
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[COOP] Faith Bridge
Uploaded by Random · Jul 15, 2011
3 comments · (No ratings)

I started with the goal of making a short, self-contained but complex map. I ended up with this. Probably in the medium difficulty range. Contains faith plates, light-bridge, buttons, panels, and cooperation! It doesn't require any difficult maneuvers, just good old logic and coordinating together. As this is my first released project, any and all constructive criticism and comments will be appreciated. As such, it is still a work in progress. I still need to work on better lighting and details, and I can add some angle helpers if they are needed. Let me know if my texture choices are too unorthodox (or if they just look bad) and I will change them. Thanks for playing!

[COOP] Faith Bridge