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Test for fun (DaMaGepy #2)
This is my second Portal 2 custom map, with 6 testchamber. I posted it as single player wip as well because I started it as a normal map with custom music and texts and less hint (removed them from this). But since it must be a standalone map and maybe not all tester played my first training one with funnel/bridge climbing, I had to put more than usualy signage in the first room, sorry for that. The map is bigger than normal, the challenges are just a little above medium (for the casual players). It was made to be fun and not too difficult. Since my first map had a destroyed theme, I've decided I'll make this with a clean look with minor bts things. Pls report missing/misplaced textures, errors/bugs/exploits. Walkthrough video in case you stuck: http://www.youtube.com/watch?v=Oev-OPKDMkQ - optimized it a bit for smaller filesize - fizzed room6 so after throwing the ball out you can't portal out thru the hole - added a sign to room 5 + some bugfix steamid: damagepy
sp_split_bean
My first real map after five days of working with hammer. I'm sure there are plenty of problems, mostly with textures, but the logic works fine I think. It is only one chamber with a moderately annoying/difficult puzzle. Thanks for all the advice from everyone who played it. I fixed the chamber so that it is no longer incredibly easy. I did not update any of the textures or lighting further because I'm not planning on really finishing this one. I just wanted it playable. Please play it again if you already did before I updated!
Cube Collecter
This is my very first map that I have ever created in any sort of mapping program so haters are gonna hate. For my first map it's actually fairly good. The object of this test chamber is to collect the 3 weighted storage cubes so as to open the exit door. It's fairly simple really.
Crushers Instance
For all the crusher lovers, here is an instance including two lovely crushers colliding together. You can control them and set the times between opened and closed positions. UPDATE 1: updated with func_instance_io_proxy for easier I/O. Replacable variables: $time_to_open <float> [default: 1.5] The amount of time that the crushers spend closed. $time_to_close <float> [default: 4] The amount of time that the crushers spend opened. If you see ??? in your func_istances properties, don't worry, these values do work as default. If the stop_crusher is triggered and the crushers are still moving, triggering the start_crusher won't do anything. You have to wait for the crushers to stop. This is my first instance, please report any bugs you find!
"Helix" Wall Maneuver-Test Track
Hello all! Helix Wall Jump is a concept element for my upcoming map. Please test it and leave your comments! --Shroudeye
CG's Gel Puzzles BETA 2! now in .zip format
Special thanks to bsj0 and Dilbao for testing the previous version and sending comments and replays. Now all I need is a TITLE: I'm open to sugestions! I think i've fixed all the gameplay cheats and a few bugs, so I challenge you to find cheat solutions to these chambers. -many performance fixes including converting hidden surfaces to nodraw, turning off all the gel particles in previous areas after you go through the door to the next, many occluder brushes, and a bit of a change to area2 after you complete the final part. -changed area 3 so there are a lot less ways to cheat... added sprinklers =) Keep in mind I STILL HAVEN'T FINISHED THE TRANSITION SEQUENCE BETWEEN 2 AND 3! Just imagine that after you hit that button by the door, Wheately says some stuff to you, then the test chamber directly above you starts moving across, then it moves down into position where you see the door and those yellow panels and the landing with the numbers (that landing with the numbers will be replaced with a catwalk... around where 4 is) Like I said, all the gameplay elements are there, everything SHOULD work (although you may need to rebuild cubemaps) so see if you can find unintended solutions. I'm going to post a demo with he "correct" solutions soon link to thread for beta 1: post42625.html#p42625
sp_companion
I wanted to try to make a mini story where you need to get your beloved companion cube. I need to change a lot of things and add sound effects, more lighting and animations also need to change some of the textures and decals. I tried to have some dirty aperture as well as clean aperture and I need to add game text. It is not a hard map but hopefully people enjoy it anyway
Currently Unnamed - Underground Theme [UPDATED V1.4]
(Updated to Version 1.4) I'm working on the first of a series of gel puzzles that I will eventually include as one package. This is a more progressed version of the first map. I still need to fix an overlay (the one near the first faith plate, if anyone can help with that), but it's almost done! Please give me feedback! P.S. - The textures have a little break in them on the emancipation grills in the larger room in chamber 2. Hopefully someone will know how to fix this if they check out the .vmf P.S.S. - I have also included my instances (Geodome and Custom Faith Plate)
Working Energy Balls + Clean models + Instances
In this pack you will find the following: -materials, models and sounds for the normal energy_ball. -materials and models for the clean energy ball launcher and catcher -Instances for dirty and clean launchers and catchers -a VPK file for adding it to your map release How to install: Put the materials, sounds and models folder to Steam\steamapps\common\portal 2\portal2\ Put the Instances folder to Steam\steamapps\common\portal 2\sdk_content\maps\instances\ Put the VPK file to Steam\steamapps\common\portal 2\portal2\addons\ To add the VPK to your map release make sure that the VPK always have to be in the addons folder!! For energy ball signage like in Portal 1, use the following link: Unused Signage, fixed paint_speed sign
Unused Signage, fixed paint_speed sign
In this small pack you can find .vmts for all unused signages included in the original Portal 2 VPKs. A non transparent version of the paint speed sign is included as well. Just put the folder "signage" to Steam\steamapps\common\portal 2\portal2\materials\ Don't forget to add the vmt files in your map release, or other players will have missing textures!