Map
Fizzled Panels
This is my first Portal 2 map. It's a clean map with three chambers and testing elements such as cubes, buttons, discouragement beams and turrets. Feedback is appreciated. Please note that the map file is a .vpk file which isn't installed the same way as a .bsp file. Please take your time to look at the readme even if you know how to install the map (otherwise, things might go very wrong). v 1.0 -release v 1.1 -put first fizzler in chamber 1 higher up -changed the faith plate in chamber 3 (puzzle is a bit different)
Chamber Nine
The updated version of a medium/easy clean chamber that I made earlier. Don't forget to leave feedback at the end, which includes a rating.
PurpleSky Test Chambers
4 single player maps designed to be above average in challenge. Chamber 4 has been added and updates were made to chambers 1 and 3.
eco_leaf
Well, here it is. sp_eco_Leaf is my contest entry. (Duh.) I tried to use the layout and architecture to draw the player's attention to certain puzzle elements, (and sometimes away from them...) sp_eco_leaf has five chambers, and almost all of them can be finished with more than one solution. There is one minor secret area that none of my play testers found, but most of you should be able to find it. Have fun!
Fizzler Trap
My first Portal 2 map that I have been making, so now it is entered here. Compressed as a 7z archive. This is a small single player test chamber using controllable fizzlers like the one fizzler that needed to be turned off in the coop calibration course. However controlling the fizzlers might be a little more difficult in this map. This map attempts to emulate the clean aperture look similar to the triple laser single player map. (meaning not a speck of damage or debris anywhere) Bonus instances used in and included with the map download: Cube dropper which lets you set the cube. Mashed together clean departure elevator exit base that works with both act 2 and act 4 elevator logic. This is to create the same type of elevator exit as the triple laser puzzle (clean elevator, but goes down like act 2 instead of up like act 4) Custom level transition logic that does not use sp_transition_list.nut. The think function of this script is the offending function that always gives you the potatogun. So I just ditched the script. It is only used for managing the level order of the SP campaign and isn't useful for small custom maps. Instead all the things you may want to configure are simply parameters for this instance. This should work with existing stock elevator logic. This also forces the display of a chapter title and exit text (if you don't want it delete it yourself) Final note: I think I made the light map resolution unnecessarily high. If you read down to there, Thanks.
[SP] Motanum's Main Four
From the 2nd place winner of the October contest, and creator of Motanum's Test 01, comes... Motanum's Main Four! This map has 4 chambers in one! Go through 4 chambers will trying to close a laser circuit to open up the exit! Good luck! Read me file for more information! -Lag at light bridge is out of my hand. Ie, nothing to be done in hammer. Sorry -In some rare cases source recorder can crash the game This map took me over a month to do, and at the end, I think it is quite impressive! Instances used are the official, but I modified the brightness. If you really want my modified instances, then send me an email at eugenio.motanum91 AT gmail.com You can get more info on where to find me/follow me on the read me file inside the Rar. So, what are you waiting here? Go press the download button, spread the word AND don't forget to rate it!
deer taunt
A short map I made and decided to give to people to love and hold. don't love and hold too much, because it has light bridges and it may set your hair on fire
Vendetta
This map is a joint-effort between myself, Shawy89 and iWork925. This is my very first map, iWork is an experienced mapper making this map of a professional standard. The basic mapping and all puzzle elements were done by me. iWork took care of aesthetics, details, lighting, indicator lights and some complex mapping. Be sure to report an bugs that you may find in the forum. Thanks for testing!
Turret Love
This medium difficulty map is designed to overcome your fobia of turrents. This map will require both players wits and wisdom in addition to teamwork and patience. I wish you good luck and please report any bugs, shortcuts, or broken parts on the forums. This is my first coop map, so go easy on me Update #1 -Major visual changes -Removed 3/4 of the turrets (hopefully that fixes the lagging issues) -fixed the cube spawn problem. Update #2 -Major gameplay changes -Some visual changes -Removed the shortcut where the player could easily get the cube from the room with lot of turrets and paint.
Sp_Aperture_Syndrome
FIXED version of the original map. Updated where the jump between chamber 2 and 3 was impossible.