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The Bigger Picture v1.2
The Bigger Picture Version 1.2 A challenging Co-op chamber This map was reworked to include a central hub that ties together each of the three rooms. This map forces player to work together. Not only in trying to solve the puzzle but also to help each other move around the rooms. Changes from Version 1.1 -Fixed Platforms in second room -adjusted lighting in second room -fixed trapdoor in first room (now it falls away properly) -added more portal helpers -adjusted textures
Zeitgeist (Old Aperture Co-op)
A 1900's Aperture map and my second finished map, I wanted to see if I could capture the essence of the Valve paint co-op maps and I guess I sort of succeeded. This "enrichment sphere" uses Conversion Gel, Turrets, Excursion Funnels and Repulsion Gel and can be solved in several ways depending on how keen eyed you are. Yes, I realise there are some visual glitches with quite a bit of fail lighting and overlays. But how about we just ignore those for the sake of science.
sp_LightBridge_Gel_v2
Just a little test chamber I made for anyone who wants to play it. Shouldn't be too difficult... Uses gels and light bridges.....have fun! Update = -Auto saves -Only one way to solve the last puzzle -Made the first room a little brighter
The Test
A two-room map featuring a few different puzzle elements. This is, essentially version 0.3. I want to add more decorations, but I'm looking for feedback on what I've got so far. I intend to add more puzzle elements to the second puzzle room. I just wanted to get this out there to see if people think I'm on the right track. I've included both the bsp and the vmf. [Edit] I had used a hacked version of the arrival_departure_transition_ents which might have caused some problems. I've switched over to msleeper's version, which works much better, and is available here: Good Enough For Science (Instance Example + VMF) Added a few more puzzle elements, and switched to animerunt's transitions instance: arrival_departure_transition_ents O
CG's Untitled Gel Puzzles BETA
OK here's the functionally complete, put together gelmaps This is a 3 chamber composite of the two WIP maps I submitted earlier (Bridgeclimb and Gelerase) and a third test chamber (working title: anglebounce) Rather than type up a lengthy description that nobody will read i'll just say "here it is!" Full Wheately themed puzzles mainly involving repulsion gel. Diffuculty: hard PLEASE post me notes on this, any problems, and room for improvement, and maybe some help optimizing the large, open areas (yes I used visclusters.) I need feedback before I do submit v1.0 to the released maps section. EDIT: I just realized that, in area 2, there is a button on the floor to the left as you exit the observation room. The button simply turns the light off and on. thats ALL it does. Pelase ignore it as I was using it to test the lights out part of the sequence im making to go between areas 2 and 3
A bit of a Maze V 1.1
this is a re release of my first map with some lighting and other stuff added, my main goal was to improve the look (if only a bit) along with one velocity based puzzle the original is here if you'd like to see the difference A bit of a Maze please I'll take any feedback you may have and most of all enjoy!
Custom Portal 2 Portal gun texture
A red re skin of the portal gun for portal 2
Dome 02
Coop map. Me and a friends entry for the mapping contest. Due to starting out late with the map and issues with the map it didn't quite turn out as expected. Puzzles work but if you find any issues please tell me. The map still needs some work to make it look better.
Switch Case
Fling your way 'round this detailed chamber, unlocking the next set of panels to fling yourself from. Can you use this map's varied puzzle elements to effectively utilize limited resources and find your way out? Featuring unique design elements such as custom entry and exit chambers, personalized chamber signs, and very own mini art gallery, you may just find yourself returning to sightsee, even after solving the puzzle. Feedback welcome. Versions: 1.2 (final, barring any bug reports) Bug fixes: - first cube dropper with void inside - could walk on front of shut panel - catwalk cable attachments were transparent from below Improvements: - Fired the decorator who positioned the tube in front of the art gallery Tube raised - Changed ceiling texture to gray color to avoid portalling/no portalling confusion - New gates in pit to make it clearer what side room's purpose is - Minor lighting improvements 1.1: Gameplay: - Prevented several shortcuts - Added indicators for confusing buttons - Assigned trigger events more intuitively Bugs: - glitchy textures around\inside panel no.1 - Button inappropriately disabling fizzler - The camera at the exit can intersect the wall. - There is a gap between the door and the wall in the exit hall