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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
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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
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
Turrets bounce of death
Uploaded by Tankmin · Jun 02, 2011
8 comments · 0.0 (2)

Very rushed map.

Turrets bounce of death
Site E
Uploaded by Idolon · May 30, 2011
13 comments · 0.0 (2)

Site E is the 5th in the ROBOT PRIDE Cooperative Testing Initiative series. It features some medium/easy difficulty puzzles that feature lasers and excursion funnels. UPDATED: Fixed I/O

Site E
Because I'm a Potato
Uploaded by jizzo · Jun 06, 2011
4 comments · 0.0 (2)

a coop map for the competition, this map is different as only one player has the portal gun at a time, you still need to work together.

Because I'm a Potato
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One of everything
Uploaded by AntiVector · Jun 06, 2011
6 comments · 1.7 (3)

My entry for the Summer Mapping Initiative. It's a short half-playground-half-puzzle with multiple solutions that uses exactly one of every concept explored in Portal 2's testchambers: one excursion funnel, one hard light bridge, one each of the clean, destroyed, and semi-destroyed buttons, etc. And also what I like to call the "danger room" with every possible death in it waiting. Note: on some computers, the 3d skybox of the Wheatley test facility may not work, and there have been issues on dying and parenting in the past. These are unfixable as they appear to be client-side (bizzarely)

One of everything