Map

[Sp] Repurposed
Uploaded by Nezzy · Dec 25, 2011
9 comments · 4.5 (11)

An old WIP that I forgot about then re-discovered recently. Would say it is around medium difficulty.

[Sp] Repurposed
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Psychosomnium - Updated
Uploaded by Yoshermon · Jun 17, 2011
42 comments · 2.5 (18)

Inspired by the Indie game of the same name by Cactus and Every Day the Same Dream by Molleindustria, this map tells the story of an Aperture Science employee who gets trapped in his own dream. Instead of puzzles, this map focuses more on exploration and finding different ways to go than the path laid out in front of you.

Psychosomnium - Updated
Agito
Uploaded by cornontheCoD · Jun 05, 2008
21 comments · 5.0 (1)

a map with no portal gun. Interested? music by The HamsterAlliance custom models by Hen7 to install extract the folder to steamapps/USERNAME/portal/portal it will show up in bonus maps This map started out as an idea for a map where all the rooms can rotate, and that makes up the puzzles, but in portal the player's body gets in the way of a rotating room. So I made this level instead All puzzles are based off of rotation it is set in Agito labs, a dirtier, less flashy section of aperture science the level turns off the crosshairs at the beginning, but turns it back on at the end of the level. if you exit early or want it on type this in console: cl_drawhud 1 edit: requires HL2, the portal map pack based off of the flash version, and maybe EP1 and EP2

Agito
10-turret Bowling
Uploaded by angelsl · Jan 24, 2012
8 comments · 5.0 (5)

A simple bowling map. Press the left button (with the hint) to start a game and end a round if your ball gets stuck. Press the right button to show your score. Rules and scoring are the same as typical 10-pin bowling. A turret will register as tipped when its side touches the floor or it falls into the gutter. When it is dissolved, it has been counted as tipped, and the corresponding indicator will tick. Once the ball is dissolved, you have 1 second before the shot ends and score is recorded. Any turrets fizzled after the 1 second will be counted in the next shot/frame. Have fun! Oh.. and for objective.. GET SCORE 300. Update 1.6: * Some tweaks to triggers and stuff. Nothing much. Update 1.5: * Fixed bug where a spare on 10th frame doesn't give you the bonus ball Update 1.4: * Unbroke map Update 1.3: * Completely rewritten script * Made ball bounce less (by a trigger_push down); should be easier to score? * Something happens when you hit 300. Update 1.2: * Turrets now register immediately when tipped. * Un-inverted the dropper. It still has a nograv field for it though. * Painted the left runway with propulsion gel as well, to make it less troublesome for runners. * Delay reduced to 1 second after 1st shot, and 2 seconds after a frame. Update 1.1: * Wall texture changed. * Ball dropper now dispenses up, preventing ball from rolling around. * End round button now emancipates ball immediately on press. * Turrets that fall into the pit/gutter now count as tipped immediately (turrets that tip on the alley must still go through the retire animation) * Target overlay added above aerial faith plate. * And other things I may have forgotten.

10-turret Bowling
the History of Co-Op
Uploaded by KeeganDeathman · Aug 19, 2012
10 comments · 0.0 (3)

Rememeber from singleplayer how cave johnson was working on phasing out human testing? Well if he had succed it might look something like this. Head through Aperture as Atlas and P-body guided by lines of text that go by the name of Robert. Everything but the spawn and end rooms level choosers portal guns and you is old fashioned. Except for one chamber at the end. Do you guys think I should add another course after the end? CHANGELOG: 1.1intial 1.2added missing maps 1.3fixed map 7

the History of Co-Op
Forest Temple
Uploaded by narsqrd · Aug 02, 2012
36 comments · 5.0 (6)

I decided to bring a fantastic puzzle game together with an incredible puzzle game to make something that would (hopefully) turn out spectacular -- you can be the judge of that. This is a full-scale recreation of the Forest Temple from the Legend of Zelda: Ocarina of Time with Portal 2 puzzles scattered about. My goal was to make the map in such a way that a player with only knowledge of Portal 2 mechanics could play the map just like any other, while Zelda fans would feel that their surroundings were familiar. I've uploaded the map here but it is also available on the Workshop, and there you'll find screenshots, insider tips, and the change log: http://steamcommunity.com/sharedfiles/f ... d=86505390 Now with a run-through video! Included in the interest of helping the hopelessly lost: (Note: SPOILERSSSSS!! Don't watch it. Unless you like eating spoiled vegetables, in which case I would contact a physician) http://www.youtube.com/watch?v=pBE2RbeZDs4

Forest Temple
The Nevada Project
Uploaded by pestchamber · Jun 18, 2008
0 comments · 5.0 (1)

updated some speech in chamber 001

The Nevada Project
Cross laser
Uploaded by acadiou · Jun 22, 2011
11 comments · 4.6 (14)

My first map. Little piece with lasers. I like work on level design.

Cross laser
Gotta Go Fast
Uploaded by evang · May 26, 2011
10 comments · 4.4 (17)

My first map! Updated to be slightly more devious, with new puzzles.

Gotta Go Fast
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Death Row 3.0
Uploaded by exia28 · Oct 26, 2010
13 comments · 5.0 (1)

An intermediate portal map made for my session project in school ( Level designer in video game . Be gentle its my first map in portal you can find the video walkthrough here if you want: http://www.youtube.com/watch?v=CZyFs4zqN1A Ps : if you have problems with reflection just type buildcubemaps in the dev console Ps2 : here you go corrected the little trick that helped skip the first part : ) Ps3 : again corrected the other trick ( sorry if its just quick fix but i dont have the time with all the work i have to do for the end of the session )

Death Row 3.0