myApertureLabs
Archive of maps from the communities of myApertureLabs and myApertureInnovations. Gone but not forgotten!
Where It All Began
Workshop Description: This is the absolute first Portal 2 map I have ever released. I had to make some significant edits in order to make it ready for the Workshop. This map was made in the Alien Swarm SDK before the Portal 2 Authoring Tools had ever been released. This was my first map, so go easy on the ol' gal. ;)
Ruby's Second Test Chamber + "Advanced" Version
A new Single Player Map in the "Clean Aperture" Style. This is my first attempt at this style so any constructive criticism is appreciated. This test chamber includes: Ariel Faith Plates Fizzlers Lasers Laser Redirection Cubes Danger Field and of course buttons and switches. Included is also an "Advanced" Version, really it just adds turrets, I took them out because people seemed to have had a large problem with them.
CTE: Photonic Texture Pack
AS SEEN IN: PHOTONIC (created by P0rtalplayer) Ever get tired of putting Portals on white surfaces? Ever look at dark surfaces in envy of the lack of Portalability? Is Portalability even a word? Who cares! With this texture pack, you can now create maps with a completely new theme! Leave Aperture behind and make a map in this totally non-canon texture pack! Warning: publishing a map without proper credit or listing me as a contributor may result in removal of your file and/or your nose.
Indirect Actuality - 2012 Re-release
This is a 2+ year old map that I made back when I wasn't nearly as good at mapping. It features puzzles set in a tron-esque matrix environment. I'm not proud of the puzzles, especially with 2 years and numerous maps sitting between when I made this and now. The difficulty is mostly artificial, stemming from complex, arbitrary fling puzzles, advanced platforming, and turrets. Back when I made this, I wasn't good at making puzzles, so this was how I made the map "hard." Installation instructions included in readme.txt if you forgot or never learned how. Credits: p0rtalplayer (subject15837) - mapping Colossal - textures Various people (come on it's been 2 years, I don't remember) - playtesting
Portal 2 Advanced Playground [WIP]
This is pretty much a demo for some stuff I plan on including in a playground map in the future, along with some othe map ideas I haven't gotten around to. Testing entities include: Bombcube Bombcube Detonation Field Bombcube Deactivator Remote Bombcube God Cube Timed Gel Cubes Magnetic Button My trained Lab Assistant Stationary turret (Not complete by any means. Just forgot to take it out.) If you want to use any of these, please PM me before you do. Plagiarism is NOT cool. Once again, this is just my laboratory for figuring stuff out, so it's not the cleanest. The Portal 2 Advanced Playground will be MUCH more refined and cleaned up. Basically, DO NOT DOWNLOAD AND RATE WITH THE ASSUMPTION THAT THIS IS A FULLY COMPLETED PLAYGROUND MAP. If you have problems with the testing elements, or think I can do something better, leave a comment though. I'll keep it in mind when building the actual map. (I really want this to get bumped down from the main page. It feels out of place...)
Particles Manifest Batch File
A small windows batch script you can include with your maps to make installation easier. Only required for Portal 2 maps that use custom particles, as the per-map manifests work in Portal 1. Usage: edit the script with notepad. Find the line that looks like so: echo "file" "particles/impact_fx.pcf" >> particles_manifest.txt Replace "particles/impact_fx.pcf" with the name of your particle system. Include it in the map zip, place it in the particles folder and tell users to run it before playing the map.
myApertureInnovations Official Promotional Content Package 001
Four overlays and an elevator video to use in any of your maps. No need to give attribution in credits or anything like that. The contents of both folders go right in /steam/steamapps/portal 2/portal2/. Materials should just show up in the texture browser and the video can be specified in the elevator instance like any other bik video. Textures by Colossal Video animation by p0rtalplayer Logo art by reepblue
RattmannReturns
The story of the Lab Rat continues. What happens next? You find out. Workshop Link: steamcommunity.com/sharedfiles/filedetails/?id=105205653 Custom things: Level Bloody Hand Texture Voice acting Compiled Captions Scripts - Main Script & Credits Arm model End Animation Color Correction Soundscapes
strangeD
Its a simple map, with some strange items.
Oktovrios [2.5]
Map by Kopeke(/Omega) (2012-2013) Special thanks to P0rtalPlayer and Vansulli for answering all of my questions. All custom content made by me! Except the easter eggs, that belong to ID Software. PS: This was suppose to be my entry for the first official contest but my computer died on the submission day. Changelog: [2.5] -Improved the chamber's geometry -Changed the Energy Destabilizing Field's placement to stop an alternate solution -Improved the map's optimization -Removed the radio because computers are better -Fixed missing textures (woops) [2.0] -Improved the chamber's geometry -Added a pit to stop an alternate solution -Improved the box dropper's placement -Removed the silver metal walls -Changed the the Energy Destabilizing Field's textures -Changed the Bonus map folder organisation to fit with future maps -Removed chalenges [1.0] -Released! Archive: [2.5] https://www.dropbox.com/s/9buzl11w59snw ... s_v2.5.zip [2.0] https://www.dropbox.com/s/jmtdkjbk4selp ... s_v2.0.zip [1.0] https://www.dropbox.com/s/93u21z3o1041l ... s_v1.0.zip