Co-op

[Coop] Colours Co-Op : : Map 1
Uploaded by IanB · May 01, 2011
31 comments · 4.8 (25)

UPDATE: 1.9 - New look, easier to find cube, fixed some small bugs added portal rotations on hard-to-shoot surfaces The first Colours Co-Op Map. Designed to work with normal co-op and all other maps in the Colours Co-Op Map Pack. Note there is also a Colours Single Player Map Pack. Featuring a simple puzzle and an intro, this map is designed to link to all future Colours maps which I will release as soon as they are done. The same goes for Colours Single Player. And yes the plots from both will cross-over. Note: You won't ever need to update or change this BSP as it will always link to the future map: mp_coop_COLOURS2

[Coop] Colours Co-Op : : Map 1
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[Coop] Redirecting Redirection
Uploaded by MrTwoVideoCards · May 30, 2011
43 comments · 4.5 (19)

This coop map revolves around redirecting redirection cubes via funnels, and the magic that follows. This map is a little tough though, you might wan to pre-lube for it. This is a updated edition just for the contest, so you might want to double up on lube just in case.

[Coop] Redirecting Redirection
[Coop] Space Gardens
Uploaded by Fluppy · Apr 05, 2012
60 comments · 5.0 (47)

The "Space Gardens" mappack takes place on the moon in the facility known as Creative Futures Space Gardens (CFSG). Activated by SIMBALD, you'll play as the robots with the task of activating the facility's main water pumps. 6 challenging test chambers, new test elements and plants await you on the moon! To install and play: 1. Extract everything from portal2 folder to your Portal 2 folder (Steam/steamapps/common/portal 2/portal 2). 2. Be sure that your co-op partner extracted everything too. 3. Type "snd_updateaudiocache" into the console and press Enter 4. Start a co-op game. 5. Type "changelevel mp_coop_cf_space_gardens" into the console and press Enter 6. Enjoy the game! ------- Change log: 1.1 Added easter egg to lobby Both players should hear songs now Edited something in chamber 2 Fixed panel bug in chamber 4 Added overlays to chamber 4 Fixed unintended solution in chamber 5 Various bug fixes 1.2 Fixed some unintended solutions in the last map Removed player clip from stairs (enjoy falling down!) Added music to 4th chamber 4th chamber now has 2 separate buttons (thanks Insomnautik!) Various bug fixes / changes in design ------- Special thanks to: Gig - betatesting, puzzle design Strnadik - textures warnightify - ideas chickenmobile - scripts, awesome lobby That Greek Guy - betatesting Pitkakorva - help geoffegg - speech and many others! Don't forget to rate this mappack and write your opinions to map's thread after you finish the game!

[Coop] Space Gardens
[Coop] Fling Bridge
Uploaded by Kosire · May 29, 2011
12 comments · 4.0 (10)

A medium skilled co-op chamber for the Summer Mapping Initiative contest. The chamber includes a spawn and exit elevator plus the following Portal 2 elements: fling, turrets, laser, laser cube, light bridge and a catapult. High resolution screenshots: http://kosire.dk/portal2/mp_coop_fling_bridge0000.jpg http://kosire.dk/portal2/mp_coop_fling_bridge0001.jpg

[Coop] Fling Bridge
[Coop] Fast Bridge
Uploaded by Skotty · Jun 03, 2011
27 comments · 5.0 (21)

A coop testchamber with 6 seperated tests. Typical testchamber design and a lot of details. You will have to work with lasers, panels, lightbridges, gel, turrets, cubes and pneumatic diversity vents. The tests will need good timing and some time to find the solution. Use your zoom and: Think with portals! Difficulty: easy to difficult Playtime: ~25 Minutes (depends on your skill) How To to play the map in coop is in the zip file! - Contest submission Screenshots in the forum thread!

[Coop] Fast Bridge
[Coop] 10 reasons for reasoning
Uploaded by Jepp · Mar 15, 2012
78 comments · 5.0 (26)

To begin with we just want to thank everyone here on TWP for your support, you're an amazingly helpful lot! This is something me and StGinger here on the forum has worked on for quite some time. It's consisting of two maps, with five chambers each that will keep you busy for about 2-3 hours, depending on your ability to work together. Our goal with the difficulty was to make it about as hard as the original valve maps, so everyone should be able to enjoy. Since this is our first release we're really looking forward for your feedback. We had never mapped ever before this, but don't be alarmed, we have put an humungus amount of time and effort into this. Quotes from solvers of science: "well done 5/5 for sure" -Willn09 "OH MY GOD! THIS IS FREAKING AWESOME!!!" -lpfreaky90 "This map was outstanding! It took my partner and I about 2.5 hours to go through it." -Tremer "it was like playing a couple hours of DLC quality maps!" -Sicklebrick "this map is beautiful. Absolutely love the the aesthetics." -theprogram00 Thank you and have fun! Warning! Contains Playthrough! For stuck or done participants only! [spoiler]z51OX3F6gmg[/spoiler] New in version 1.1: -Fixed a problem that could occur with a logic_branch_listener New in version 1.2: -Fixed an open observation room witch could be used to exploit a puzzle. New in version 1.3: -Made the last chamber of part two harder. -Fixed some exploits due to unnecessary white texture and source bug. -You can no longer bring cubes around part two. -Fixed a world portal that interfered with a fizzler rendering it useless. -Prevented ninja/hard solutions in several puzzles that may have prevented participants from comming up with the intended one. -Improved framerate in second chamber of part two. -Fixed a possible exploit with the laser in chamber one, part one. -Removed a GLaDOS line which didn't fit in. New in version 1.4: -Made the 4th puzzle in part 2 easier to understand. -Fixed a glass which were portable. -Small esthetic touches. -Added a second or half a second here and there on timers, making some of the puzzles in part one easier to execute. -Put in some helpful spotlights to make stuff (even) more noticeable. -Stepping off one button when both are pressed in last puzzle doesn't turn off the funnel anymore. Big thanks to everyone commenting!

[Coop] 10 reasons for reasoning
[Coop] Cyan Industries
Uploaded by cementiet · Jun 24, 2011
64 comments · 5.0 (33)

Cyan industries is a easy/medium/hard 3 level campaign These maps includes custom textures and voice. Part 1: Pictures: http://cloud.steampowered.com/ugc/54177 ... E7206353E/ http://cloud.steampowered.com/ugc/54177 ... 9F60669CC/ http://screenshot.xfire.com/s/120752847-4.jpg Part 2: (added at 6-8-2011) http://screenshot.xfire.com/s/116738477-4.jpg http://screenshot.xfire.com/s/116738467-4.jpg http://screenshot.xfire.com/s/116738457-4.jpg Part 3 (added at 27-12-2011) http://screenshot.xfire.com/s/120402789-4.jpg http://screenshot.xfire.com/s/120392344-4.jpg http://screenshot.xfire.com/s/120426101-4.jpg Place the bsp in /maps These are my first maps for portal Feedback is Welcome Liked the maps? a small Donation is higly appreceated [The maps are, and stay for free always]

[Coop] Cyan Industries
[Coop] Colours Co-Op : : Map 3
Uploaded by IanB · May 15, 2011
38 comments · 4.1 (22)

: : : ATTENTION - You can now pick up the cube - So that's been fixed! This is a full working bug-free version! Enjoy! The Hardest, Greenest Colours Co-Op Map Yet! The whole map revolves around a central elevator shaft. It makes heavy use of funnels, faith-plates, and goo! Adventures inside a giant gyroscope? We've got you covered. [[UPDATED]] Due to numerous requests to make this chamber easier, I've ramepd down the difficulty by adding an "easy" button. I also removed the Frankencube due to a number of bugs related to it. Lastly I trimmed some fat to make it less laggy for people with slower machines, if you're still having lag issues I can cut the support lines out altogether and make the map run silky smooth if there's a big enough demand for a low-def version please do not hesitate to ask me for it! ALSO: The map now contains a version that can run on machines with less RAM!

[Coop] Colours Co-Op : : Map 3
[Coop] Colours Co-Op : : Map 4
Uploaded by IanB · May 17, 2011
28 comments · 4.6 (13)

This time the theme is Red & it's set in 1960s Aperture! And it of course has to feature lasers and all 3 gel types! So a lot of people found Green too hard. I'll make up for it with this mild/easily solvable one ~ Enjoy! (Updated To Version 5 - Let Me Know If It Lags Still Due To Sound Overload Errors! - Note: This isn't an optimization problem, it's an ambient_generic problem) Notes: V 1.7 has sounds removed so it doesn't crash/lag. V 1.6 has the original music as planned that was removed due to... well some kinda weird Portal 2 Bug that I can't fix.

[Coop] Colours Co-Op : : Map 4
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[Coop] Surprise
Uploaded by DrummerB · May 09, 2011
44 comments · 4.7 (19)

This is a (probably) medium difficulty Coop map. It doesn't include any hardcore moves and you don't need extreme precision or timing, but I think it's quite challenging. I hope you like it. Let me know if you find any problems or have some ideas for improvements or changes.

[Coop] Surprise