Map
Time 2 Cooperate - Part 3
Hey guys, I proudly present you the third part of "Time 2 Cooperate" - series: ** Gameplay:* * - In contrast to casual maps you can now actually choose your testing subchamber and with that also the difficulty. - There are three different and independent subchambers with a set of subquests and own difficulty rating. - This map has everything in stock between a little warming up till pain for the brain. - After solving a selected subchamber you can reach the exit only with a cube. - Of course there is a secret room, too. Can you find it and reveal what is inside there? - Important! After solving a choosen subchamber: If you forget or destroy your given cube you cannot go to the exit. --> In the map lobby you will find a specified message. **** Difficulty (logic | execution):* **** beginner: 5/10 | 6/10 advanced: 7/10 | 7/10 professional: 9/10 | 12/10 (I'm serious! ^^) ** Steam Version: * ** - If you want to play the map in Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=376068873 ** Time duration: ** - It depends on the choosen subchamber: Between 20 minutes and 120 minutes *** Unimplemented Stuff *** advanced: - some areas should have a different gravity professional: - replacing double portals for every player with a single portal, which are linked together, such that the difficulty takes much higher than now. ** Known Bugs:* ** There are some bugs, that I have not been able to fix yet: advanced: - (last quest) It could be possible to get to the exit without completely solving that quest. Reason: unknown professional: - This subchamber is using linked_portal_doors. To avoid to get a red coloured text error (recursive level blah blah blah) if more than four portals are opened I tried to manage it by closing the specified portal doors. Maybe caused by a bad internet connection or asynchronous connection it could be possible that a logic_relay might not be fired. In that case you could see more than one chamber. --> By adding a time delay of three seconds it should be fixed. - If you pick up a cube and go to another chamber by a linked_portal_door, it could be possible that the cube will glitch out of the map. I do not know if either this is a bug which can be easily fixed or a system bug by the engine. - (end) logic_relay "drop_ball_prof" will not be fired by a math_counter. Moved orders to math_counter "ctr_exitQ". secret room: - To avoid performance issuses "glados_song" will not be played. If you find other bugs, please report it. * Bug Fixes: * ***** - A player found a bug: If you place a portal in the map lobby and go to the professional-room you also can place a portal there and return to the map lobby. I added an invisible trigger_portal_cleanser to fix that. ___ Finally, I hope you enjoy the map and have a lot of fun. >=D
Above Aperture - Part 4
STORY : --------------- You continue your journey through the destroyed and deserted Aperture Center, on the surface. PART 4 : ---------------- This part contains 3 open sky testing chambers. You will mainly have to use pneumatic diversity vent. Two directions are used: propultion and aspiration. You should try to combine them The puzzles contains lightbridge, cubes and turrets. BONUS : ---------------- This time, the song is not hidden. You will find it in the first test chamber. DOWNLOAD : https://mega.co.nz/#!yINklJyB!Wgkis1SFf ... pJtLckVV6Q YOUTUBE : https://www.youtube.com/watch?v=Y9T0Flnmm6E CREDITS : ---------------- Custom models : Shiroko Custom textures : from csgo
Above Aperture - Part 3
STORY : ------------- You wake up in a train and arrive in a deserted Aperture city. Find what is going on here ! PART 3 : -------------- This part contains two open sky testing chambers and a short escape area. You will have to use laser lightbridge and your mind to solve this puzzles. CREDITS : --------------- Custom models : Shiroko Custom textures : from csgo
Above Aperture - Part 2
WORKSHOP LINK : --------------- http://steamcommunity.com/sharedfiles/f ... =342174009 STORY : ------------- You wake up in a train and arrive in a deserted Aperture city. Find what is going on here ! PART 2 : -------------- This part contains a half open sky testing chambers. You will have to use lightbridge and your mind to solve this puzzles. CREDITS : --------------- Custom models : Shiroko Custom textures : from csgo
Above Aperture - Part 1
WORKSHOP LINK : --------------- http://steamcommunity.com/sharedfiles/f ... =341945084 STORY : --------------- You wake up in a train and arrive in a deserted Aperture city. Find what is going on here ! PART 1 : ---------------- This part contains 3 open sky testing chambers. You will have to use lightbridge, faith plates, lasers and your mind to solve this puzzles BONUS : ---------------- A secret song is hidden in the level. Will you find it ? CREDITS : ---------------- Custom models : Shiroko Custom textures : from csgo
a little bit vegetation
Just a map i made with plants and such update v3 note: -Retextured the whole map -changed the lightning -plants and vines+ light in room before entering test chamber -made the lighning in first room a bit darker -plants and vines at where you encounter the first catcher -added reconstruction failed panels -sphere now auto-respawns and removed old panels and replaced with new one to push the sphere out at right time
Time 2 Cooperate - Part 2 (1.1)
Hello guys, here is my second map of 'Time 2 Cooperate'. This map had been build with the hammer editor only. ** Gameplay:* ** You will start without a portal gun. All three tests are solveable without it. After then you will get your portal gun to solve the last test. Can you find the secret room and reveal what is inside there? Steam workshop: http://steamcommunity.com/sharedfiles/f ... =308709295 * Known Bugs:* ** Unfortunately there are some bugs, that I could not fix it yet o.O - If you want to pick up your portal gun, it could be possible that you are trapped in the room. - After picking up the portal gun it could be respawn itself. If you find other bugs, report it. ** Update 1.1* ** Some people asked me how to know when the counter value is 4 and where the secret room is. Well, I decided to add a visual 'counter' to see when the counter value is 4. The secret room is somewhere in the map. The room at the end which opens by two cubes shows an easter egg. ^^ Finally, I hope you enjoy the map and have a lot of fun ____ Difficulty: logical difficulty: 6/10 - medium execution difficulty: 8/10 - hard Duration: expert: less than 30 minutes advanced: between 30 minutes and 60 minutes beginner: more than 60 minutes
Secondary Fire: Something Old....
Hey, long time no see, huh? Anyway, I found this chamber just sitting there, almost completely finished on my computer, so I decided to patch it up, get it working, and finally release it. This map is meant to be the fourth installment in my "Secondary Fire" map series inspired by the popular mod, "Blue Portals." This chamber is a tad more difficult than the last 3, especially considering the Portal Momentum Chaining at the begining. This chamber involves 3 of FourthReaper's custom testing elements. They are as follows. (Yellow) Force Deflection Field. Allows nothing to pass through it except Portals and Turret gunfire. (Green) Surface Division Field. Basically a giant Portal. Anything can pass through it. The purple field I forget the name of. Only allows cubes and what not to pass through it, not the player. Special thanks to Groxkiller for the use of his prefabs, and FourthReaper for the use of his testing elements. And of course, the Blue Portals team for the inspiration. Please note: This map wasn't intended to be difficult, it was just intended to be fun. Granted, sometimes things that are to easy aren't fun, but I still hope you all enjoy it, nonetheless. Alternatively, you can download the map on the workshop here: http://steamcommunity.com/sharedfiles/f ... =302368075
Unfinished Business Part 1
Small two chamber map. Easy and Medium difficulty. Clean Environment. First part of a 3 map coop series using maps originally meant for a full coop campaign but it was cancelled. I'm busy on a different project at the moment but I've taken a break to polish the maps up and finally release them. Screenshots: https://dl.dropboxusercontent.com/u/485 ... _00001.jpg https://dl.dropboxusercontent.com/u/485 ... _00004.jpg https://dl.dropboxusercontent.com/u/485 ... _00005.jpg https://dl.dropboxusercontent.com/u/485 ... _00006.jpg Changes: v1.0 - Initial release. v1.1 - HDR Cubemaps. - Increased light levels for HDR. v1.2 - LDR Cubemaps v1.3 - Added detail everywhere. - Adjusted first chamber so trigger_catapults kick smoother. - Added additional puzzle to room 1 (Really easy but hopefully fun) - Added a delay to the mid-spawn rooms entry fizzler when being disabled to prevent player going back to room 1. v1.4 - Fixed cubemaps. - Corrected a texture size on one of the fizzlers. - Dimmed the lights in room 2. I hope you enjoy the map
Two Chambers
My first map made using PeTI and Hammer. The map is at Medium/Easy diffulcity and includes 2 chambers and 1 main room. Please like our Facebook Page: https://www.facebook.com/Portal2MappingTR01 Please subscribe to our channel: http://www.youtube.com/channel/UChswD8nyQ3cH7THGD3I8A0g Video Walkthrough: http://www.youtube.com/watch?v=tU-O0viV ... e=youtu.be