Portal 1

Portal 2 Demo Map.
Uploaded by reepblue · Sep 02, 2010
16 comments · 5.0 (1)

This was for the myApertureLabs Contest #3. This is a demo map showing what I can get working and playable from my Portal 2 takes in my Hammer Notepad playlist. these include: -Ariel Faith plates -Laser Cubes -Thermal Discouragement Beam -Diversity Vents -Repulsion Gel Light turrets up in flames with the laser or suck them through a vent! Use the repulsion gel to jump a lot further and experience Portal 2 before Portal 2! (Disclamer: This was a TEST. So don't be shocked if you find a bug or whatever.)

Portal 2 Demo Map.
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Take-Off
Uploaded by Sword of Apollo · May 08, 2011
79 comments · 4.4 (9)

Take-Off is a large, highly tested and polished custom level for Portal 1. Brimming with big secrets, custom models, and custom textures, Take-Off is almost certainly unlike any Portal map you have ever played. The observant player will find that the scope of Take-Off is much greater than just a Portal test-chamber. This map is designed to be a moderate challenge for experienced players (Portal, Portal: The Flash Version/Still Alive, at least.) The difficulty ramps up significantly within the level. Solutions to puzzles NEVER require cheats or exploits, and all playable parts of the map are designed and tested to be reachable without cheats. Once figured out, the solutions to puzzles in this map are designed to be as easy to execute as possible. However, given the types of puzzles in Take-Off, some finesse with control will be required. The required control should not be a problem for experienced players. Take-Off includes the three challenges: Time, Steps and Portals. Getting the gold in Time and Steps will likely not pose a huge challenge for those who have completed the level, and are experienced in these types of challenges. The gold in Portals, however, is a serious challenge, and will be very difficult for virtually all players. I assure you, it IS possible to get the gold without cheats, just very hard. Aesthetically, Take-Off is deliberately clean. I have, in general, avoided grungy accents and opted for a "perfect," streamlined look. Except where noted in the in-game credits, I created all custom props from scratch. Except where noted, I either created custom materials from scratch, or modified Valve's materials. I think that those who play this map to its full potential, will find that it is a unique experience they won't soon forget. : ) Enjoy! Sword of Apollo [Note: Take-Off v1.1 is identical to v1.0, except that one extra portal cleanser has been added to remove an exploit I just discovered.] [Note: Take-Off 1.2 fixes the fact that the player could put a portal on the inside of the raised glass box in the large chamber. This is not an intended solution to getting to the last button, but an embarrassingly bad oversight on my part.] [Note: Take-Off 1.3 has a slightly longer timer late in the level, a few exploit fixes, and secrets that are made slightly more obvious. One green fizzler that used to dissolve objects no longer does.] [Note: Take-Off 1.4 is identical to 1.3, except that one part of a secret puzzle has been made easier and hopefully less frustrating to do, (physically.) Take-Off 1.4.1 fixes a couple of model texture issues in the secrets.] [Note: Take-Off 1.5 adds a functionality bug fix for secrets. If you downloaded v1.5 prior to 6/24/11, please redownload and reinstall, because I accidentally left items in the map that I used for testing. The prior release of 1.5 definitely will NOT play as intended.] [Note: In Take-Off 1.6, a secret puzzle now works exactly as intended, (instead of approximately.) A portion of this puzzle is now slightly easier.] [Note: In Take-Off 1.7, a couple of unintended solutions in the main level have been eliminated (or as close as possible.)] [Note: v1.7.1 makes getting to one of the secrets easier than in all previous versions. The update to 1.7 had the side-effect of making it excessively hard to get to.]

Take-Off
Afterburn
Uploaded by Amran · Dec 07, 2010
47 comments · 5.0 (14)

Level created for Thinking With Portals October 2010 contest following the reveal theme. Update Uploaded a new release (1.01) that fixes a bug which prevented some players from completing the level. A video walkthrough can be found on Youtube here: Part1: http://www.youtube.com/watch?v=DZYwHEUisF8 Part2: http://www.youtube.com/watch?v=xjKF-wOYSgI

Afterburn
Portal: Facility
Uploaded by Mapster · Oct 16, 2007
35 comments · 5.0 (1)

A custom map for portal made by Mapster A custom map made by Mapster which was especially made for Portal. A newer version is in the making.

Portal: Facility
Lost Chamber Zero
Uploaded by ebola · Oct 19, 2007
45 comments · 5.0 (1)

Released version My first map. I tried to resemble the logic in Portal levels, don't hate me D:

Lost Chamber Zero
Gear Portal Map-Pack
Uploaded by MrTwoVideoCards · Sep 09, 2010
27 comments · 5.0 (2)

The highly anticipated update in the making (that took over 1 year) is finally here. This is an update to our original map pack "full of gravity and the sorts" that brings fixes, changes, and challenges. For a full changelog, read the readme!

Gear Portal Map-Pack
Ren_Test3
Uploaded by RenStrike · Feb 02, 2008
24 comments · 5.0 (2)

Ren Test Mappack containing Ren_Test1, 2, and 3. This contains all 3 Ren_Test maps in .bmz (Bonus Map Zip) Format. All 3 maps have Time, Step, and Portal challenges. Enjoy! Any feedback is appreciated.

Ren_Test3
DaMaGepy map #2 [final]
Uploaded by DaMaGepy · Dec 03, 2007
0 comments · (No ratings)

DaMaGepy's map #2: Portal in the hole I rate this map as "average" difficulty, so don't expect too hard puzzles. Harder ones will be introduced in map #3 and #4. http://heroes.hardwired.hu/-/portal/portmap.html Report exploits/bugs pls. optional things: - find the hidden bean conserve (in the prison) - meet the companion cube

DaMaGepy map #2 [final]
Cassata Chamber 01
Uploaded by CassataGames · Nov 14, 2007
52 comments · 5.0 (1)

First level of a map series I plan to make. My first released level for Portal. A level with some rather unique and difficult challenges that force you to think differently. The map takes place in a standard chamber, assuming that Glados doesn't attempt to kill you and that you just continued through the test chambers. Edit: Tweaked final puzzle to hint how it's properly completed. Edit 2: Added portal bumpers to make placing portals easier. Added portal detectors and an escape chamber into the first puzzle room to allow escape if you get trapped. Edit 3: Fixed some escape chamber issues. Added HDR lighting. Added more portal bumpers into second to last puzzle chamber, making it easier to get into the room if you destroy your sphere. Recreated starting elevator ceiling to fix any no-draw issue. Please Note: This level has been played through and completed dozens of times by 3 different people including myself. The feeling of having cheated or exploited the map is generally intended for some parts of the map. My puzzles are specifically designed for players who feel they are capable of completing difficult (but logical) puzzles with as few obvious hints as possible. This usually leads to puzzles in which the only possible solution is to apparently "exploit" the map, as such the case in the last test chamber for this map.

Cassata Chamber 01
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DaMaGepy map #1 FINAL (non-contest version)
Uploaded by DaMaGepy · Nov 25, 2007
23 comments · (No ratings)

DaMaGepy's map #1: ball / cube practice This is a reworked version of my previous map, that I made for the contest. Have a completely different ending, will load next part of the map if available. Fixed all bug, replaced things, added hints... For latest version, screenshots, source code for hammer (for mapmakers) and map #2 beta download, check: http://heroes.hardwired.hu/-/portal/portmap.html Update: Some custom texture has been added, and a cube friendly sign near the firs portal cleanser, so player will know that it will not kill the cube when walking through

DaMaGepy map #1 FINAL (non-contest version)