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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
Fugue
Another one of my early efforts. I realize the chamber is a bit... larger than it needs to be. I was still getting a sense for things.
Test Chamber #3141592653589
A WIP map by me, I've been working on this for a few days now. The lighting and textures are not completed, and some triggers have to be reconfigured. I also need to figure out how to make my doors look nicer.
The Tower
Clean chamber design with funnels, lasers and turrets. Objective: get to the top level.
Split Co_OP
This is my Second map that I have created and I figured I should post in the WIP forum before I post into the released forum. I would like comments on what I should change to make my map better. Play instructions: Unzip the map from the archive and place in your Steam/steamapps/common/portal 2/portal2/maps folder. Both players have to downloaded the map. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_split" in the console (which is activated by the ` key under ESC. Updated some more textures and fixed an unintended way to solve the puzzle. Just figured out how to use moveable panels, and I added some. Added lots more movable panels. Added some sounds, fixed another unintended way to solve the puzzle, optimized it more, and changed more textures. *More looks changes. P.S. Please give input on what you like and dislike, so I can improve my map.
Potato Chips
This will be one of the most visually appealing maps when completed and will have about thirty minutes of gameplay. I've replaced the download of the elevator with one of the working puzzles to be included in the map.