Map
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
Portals Through Time (Part 3) - Collision
Face new challenges and solve interesting puzzles with the addition of Time Travel! Go back and forth between the present (overgrown and decaying) and the past (clean and functional). Steam Workshop: http://steamcommunity.com/sharedfiles/f ... =258437462 Video: https://vimeo.com/94718761
[COOP] Vertical Alignment
I've been working on this map during the last month or so, and I think I've fixed enough obvious exploits. It's cooperative puzzle focused on light bridges and conversion gel. (You shouldn't need much conversion gel. I think five placements are enough to complete the map.) Screenshots: http://imgur.com/a/0suw8 Anyway, playthroughs would be greatly appreciated. Suggestions will be taken seriously, especially if it's something I can actually fix. I'm more concerned with making this map good than releasing it soon (or I would have already released it).
PHLING
Critical error: Map description not found. An Aperture Science description associate will contact you with the appropriate description when it is found. Difficulty: Medium Length: 30-45 minutes ---------- This is my tribute project to Portal and Portal 2 which bent my mind in so many ways. I wanted to try to do the same for others. It took about 2 months of work because I work slowly, and yes, it is extremely optimized which is why the size is small for the length. I hope you enjoy it. The meaning of the map [spoiler]This takes place after Chell has left Aperture. She dreams about the facility as most of her life had taken place in there. Her memories go from the old Portal 1 facility to the destroyed tests of Portal 2, always haunted by the words of GLaDOS and Wheatley. She has no family and her future is confusing. Eventually she sees the entire history of Aperture Science again from the beginning to the end, and the ending results in her being lost and confused. Her biggest test is finding her true self.[/spoiler] If you like it then please upvote the map on workshop as well: http://steamcommunity.com/sharedfiles/f ... =214699219
[Coop] Colours Co-Op : : Map 5
Available on the Steam Workshop here: http://steamcommunity.com/sharedfiles/f ... =186152648 The Theme Is Purple. This is the grand finale. Sorry for the long wait, was working on releasing a game on Steam for the last 2 years. Now that that's over I finally took the time to finish this. Enjoy!
3 in 1
A chamber that contains 3 tests. The difficulty is easy.
Port
Simple puzzle made to test an custom aesthetic.
Manual Override 1.1
singleplayer map medium difficulty trailer: (WARNING: light spoilers) http://www.youtube.com/watch?v=UD_Hxi1mtlI manualoverride provides many little puzzles which all end up in a nice run-for-your-life-bossroom i hope you enjoy this map! gl hf Bowls Version 1.1: fixed some bugs and places where you could get stuck
PTI element: Dice Signages
This element adds support for making 1, 2, 3, 4 number annotations on the floors and walls much like existing Portal 1 and 2 maps do. The numbers are indicated with dots. You can see an example screenshot here: http://bisqwit.iki.fi/kala/ptal2/dice_signages.png To use, place the element on ground. Use the "Cube type" option to select the type of sign. Standard = 1 dot Companion = 2 dots Sphere = 3 dots Franken = 4 dots The element can be moved around within the voxel the same way as lightpanels can. Use Reflective, if you want to rotate the dot around (to place it in a diagonal orientation), before assigning it the correct type and place.
first time lucky
this is my first hammer map so it isnt very good. big thanks to benvlodgi for helping out alot. note that i havent figured out how to stop it saying end of playtest or how to fix the elevator videos.