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Enrichment :: Test Three
Uploaded by GLaDOS · Jun 18, 2011
0 comments · 4.7 (16)

This is a medium/hard difficulty level, medium size. The third map in the enrichment series featuring lasers, funnels, faith plates, cubes and buttons, blue gel, white gel, eraser gel, funnel direction changers, momentum and turrets! Enjoy! New in version 2.5: * Added more cubemaps * Added an escape route for a case where you could get stuck before. * Changed the water texture * Added after the start elevator * Fixed some performance issues * Fixed some leaks * Made the funnel look better * Improved the door frames * Removed an alternate solution * Made a fizzler thinner * Added sound to a non-working faithplate * Improved panels to look better when opened * Changed the map to being a .bsp file again Probably a lot more, but forgot that ==== HOW TO INSTALL: 1. copy the sp_enrichment_3_25.bsp to theSteam\steamapps\common\portal 2\portal2\maps folder. 2. start portal 2 3. open the developer's console by pressing the ` button 4. type "map Steam\steamapps\common\portal 2\portal2\maps" (Without quotation marks) 5. hit return 6. enjoy the map!

Enrichment :: Test Three
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Working Title: GelPuzles; areas 1 and 2 (screenshots within!)
Uploaded by CrazyGuy · Jun 16, 2011
5 comments · 5.0 (1)

Here's two maps that are ideas I had been playing around with in my head for ages. These Wheatley styled chambers use gel and lightbridges in new, never before seen ways (at least not seen in any of the valve maps.) These are two separate maps (that are spatially relative to one another) I just haven't joined them yet. And remember this is WIP so I haven't finished the detailing or connecting all the tubes yet. I guarentee though that these two areas are 100% soveable (AREA 2: The final solution to the area is to hit the target seen outside in the back. My intention is to place either a THIRD TEST AREA there or a path straight to the elevator. I consider these (at least the first one) to be fairly advanced difficulty, so keep trying there IS a solution, and once you find it the actual execution shouldn't be too hard (I used plenty of placement helpers) I'd like to talk about my thought processes for starting these maps, but it will contain spoilers, so it will be all black blocky. area 1: [spoiler]In the co-op lightbrige part, I noticed my co-op partners would do this thing where they kept repeatedly shooting lightbridges at a wall, slightly higher each time, so that they climbed straight up the wall. I thought i'd do a map where you are forced to do that to gain height. Also, playin the game I noticed that if a lightbridge is hitting a ceiling, then you can fire a portal at any angle and cause the bridge to "rotate" as it comes out the other end. So I thought i'd have the player use that same lightbridge at various different angles, which leads to the next thought: In the final valve Co-op campaign, I saw that you can paint lightbidges with gel, and they used it on a vertical bridge and had the second player shoot the gel at it. I wanted to try and incorporate this into an SP map, but the main problem is the paint has to be directly over or shooting out at a lightbridge, so im not sure how elegantly I executed that part.[/spoiler] As for the upper area, I wanted to re-use that same blue gel from the lower area to solve the upper area. I was originally going to have a big truss fall over and break the tube and have the blue gel spray out from the corner but.. I COULD NOT FOR THE LIFE OF ME FIND ANY OF THE BROKEN VACUUM TUBE MODELS!!!#!@#!@#$ Com on, Valve, what the hell?? I know you have em, you used them in the finale area, so where the hell are they in the browser?? Seriously if they ARE there then why the hell aren't they under "tube" or "broken" or "glass" even? But I digress That whole problem led me to the solution I used. I hope it looks good and works OK for you because maybe one time out of 10 when I tested the sequence, some of the broken panels fall onto the spot where you need to portal. I think I fixed this by putting a break trigger over the spot, but it is kinda sudden and unexplained when one of the fallen peices breaks for no reason =/ area 2: This whole area was based on the eraser gel (water) and how LITTLE it was used in Valve maps and even custom maps i've played. And even then, the water flow was ONLY there as a bad thing, used to "block" players from painting area. I thought I'd change all that. [spoiler]Basically I approached this problem backwards. I thought "In portal 2, how many possible ways could there be for the presence of paint, at any given location, to be a BAD thing for the player?" (because in most of the other puzzles involving paint, you can basically paint everywhere and be OK) [/spoilers] I think I have exhausted the possibilities here, basically, two ways with the blue paint and one way with the orange I know I put them together in kind of close quarters (originally was going to have a separate area for each of the "reasons") but I thought I'd make it all more compact and put all of the [spoiler]"bad" paint spots[/spoiler] in one chamber. And I could NOT think of ANY way [spoiler]white (portal) paint being ANYWHERE could EVER be bad (like, the fact that there is white gel on a surface as opposed to it being clean somehow prevents you from solving the puzzle).[/spoiler] anyways enough talk here's some screenshots Finally, if anyone has read this far, I have a few questions: One: Do you think this is too hard? Two: Too dark? need more light? Three: Does the turning pipe sequence look and sound and WORK ok? Four: Do the puzzles seem too mashed together, and does the top half of the first map seem too tacked on? cause I knew I needed to do SOMETHING up there but when it came to doing the actual puzzle I don't think I really did anything particularly new. five: Do you consider the "bridge climbing" mentioned above to be a portalling glitch? Like, forcing the player to lightbridge climb would get your submission rejected from the contest? Cause even if it didn't work the way i've seen players do it (and I can do it) it could still be done by jumping first. and FINALLY: Do you think this set needs a 3'rd area or do you think these first two are enough. Or let me put it this way, would a 3rd test chamber, after solving those first two, be TOO MUCH?)

Working Title: GelPuzles; areas 1 and 2 (screenshots within!)
Lost Chamber Zero
Uploaded by ebola · Oct 19, 2007
45 comments · 5.0 (1)

Released version My first map. I tried to resemble the logic in Portal levels, don't hate me D:

Lost Chamber Zero
minipuzzle
Uploaded by watanukikun · Jun 18, 2011
2 comments · (No ratings)

my second sp map. there's a puzzle that most use panels. If anyone can make all 36 panels up,please let me know and I will change the number. A screenshot is inside this topic. Please don't fall from chamber ,otherwise load map again.

minipuzzle
Marlow's Coop Airlock Spawn Instance example
Uploaded by Marlovious · Jun 01, 2011
7 comments · 5.0 (2)

I've spent the last few days remaking the coop airlock/checkpoint spawn. I've tested that this works with the stock coop spawn. If any bugs are found let me know. This is made to be dropped right between two chambers. The default door state is closed/locked. You can use a simple logic_auto to open the entrance or exit(debug), or use a relay after a puzzle. Included files: Demo .bsp and .vmf instances- airlock entrance door airlock exit door (requires entrance door) entire check point (requires all other .vmf) Feel free to edit the instances to fit your needs.

Marlow's Coop Airlock Spawn Instance example
The RS Playground V 1.6 (Coop works!)
Uploaded by RejectedShotgun · Jun 12, 2011
2 comments · 2.5 (6)

Here is a video of the map! (In V 1) Give suggestions as a comment!! http://www.youtube.com/watch?v=82s4MEALP1M ^ ^ ^ ^ ^ ^ ^ NOTE: I have not released any previous beta versions of this map (0.1, 0.2, 0.3, etc.) but I do have them. I do not plan on releasing them because that would be... well... pointless. Actual Description: When you come to start in my map, you must complete an easy Test Chamber. The Test Chamber is actually gravity/logic defying. (HINT: The Excursion Funnel does absolutly nothing!!) When the door opens you will be presented with a hallway leading to the playground. What this map contains: Excursion Funnels (Tractor Beams) Light Bridge Combine Ball Launcher (PUT THE .vpk FILE IN portal2/portal2/addons) Propulsion Gel Repulsion Gel Erasing Gel Literal Moon Room V 0.2 REAL WATER :0 (You can drown without a HEV Suit DUUUR) GLaDOS on the ceiling Many, many buttons Lots of cubes World Portals EASTER EGG!!! OMGWTFBBQ!!! Outside anomaly room V0.7 UPDATES ============================ -V1.6 Slightly moved the portal-able panel in the Outside Anomaly Room (Fell through ground) Cleaned up the entrance to the Outside Anomaly Room a little Added support to the scaffolding Added MUCH better lights! (I'm far too happy about that) Changed the hole holding GLaDOS' wires Moved the Light Bridge Removed the pool of water (Very unnecessary) Fixed the wall in the space room... Oops... Slightly lowered the wall in the Test Chamber Expanded the skybox Added outside scenery Added a secret "Portal 2" logo hidden out of Aperture Fixed the spasming wall textures by the Moon Room Made the outside walls taller Changed hallway textures to black The secret easter egg room (IF IT EXISTS!) is much better looking Fixed the splotchy lighting textures in the Test Chamber Bug fixes etc. -V1.5.2 (Small update) Added a starting room (Most likely will update soon) Small lighting updates -V1.5.1 (Small update) Little Bug fixes HUGE updates to the Outside Anomaly Room (Now at V 0.6!) -V1.5 Fixed more lighting issues Added Outside Anomaly Room V0.1 Added Scaffolding as an entrance to the Outside Anomaly Room Swapped the animation for the "GLaDOS Spasm Button" Spelled "spasm" correctly -.- -V1.4 Fixed some texture issues Edited some text Swapped gel buttons with toggle buttons (request) Gel dispenser lights up when activated Still waiting for the ability to have low-gravity props (Beta's fault) The Excursion Funnel in the test chamber still does nothing Deleted unused room (less lag) -V1.3 COOP COMPATIBLE!! Tried to make the Combine Ball Launcher look better when firing Added a camera to the Test Chamber and to the Playground Text now plays when you press the GLaDOS button Added a "hidden" Companion Cube Easter egg has some improvements (Added a magic button :0) New "Playground Locked" text when button is released Extra light in the Moon Room V 0.2 (Too dark) -V1.2 Moon room V 0.2! Added on-screen text -V1.1 Fixed the lighting problems in the test chamber Changed some problematic ceiling textures Added Moon Rover to the Moon Room -V1 Initial release ============================ Thanks for reading down this far. Please comment on the video, rate the map here, and give suggestions! Thx!

The RS Playground V 1.6 (Coop works!)
PurpleHaze (SP)
Uploaded by psychohamster · Jun 06, 2011
2 comments · (No ratings)

Single Player map, deciding if I want to add another chamber, here or pop in an exit elevator with a new map loaded up. All I've done so far is add puzzle elements and a few pieces of ambience. I'm still working on decorations as well as adding some custom Glados speech.

PurpleHaze (SP)
Interruption
Uploaded by Misterpixel · May 24, 2011
17 comments · 5.0 (27)

A simple puzzle with a bunch of environmental effects and cinematic-like sequences - my first map. Updated to stop you from avoiding the end by hiding in the door, and made it automatically load the next map ("Destruction") if it is downloaded.

Interruption
sp_laserSHine
Uploaded by SHinema · Jun 06, 2011
10 comments · 2.5 (2)

A fairly sized map of a fair difficulty. (I think) sorry if it was a bit laggy i couldn't get the fullcompile of the map finished in time.. so i only have the fast compile version

sp_laserSHine
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Scooter Entry
Uploaded by Scooter · Jun 06, 2011
5 comments · 0.0 (1)

A fairly small and easy map the introduces new ideas, timing, and cooperation.

Scooter Entry