Portal 2 (Co-op)

Co-op maps and custom chambers designed for two-player Portal 2 play.

Zeitgeist (Old Aperture Co-op)
Uploaded by The Irate Pirate · Jun 06, 2011
10 comments · 5.0 (4)

A 1900's Aperture map and my second finished map, I wanted to see if I could capture the essence of the Valve paint co-op maps and I guess I sort of succeeded. This "enrichment sphere" uses Conversion Gel, Turrets, Excursion Funnels and Repulsion Gel and can be solved in several ways depending on how keen eyed you are. Yes, I realise there are some visual glitches with quite a bit of fail lighting and overlays. But how about we just ignore those for the sake of science.

Zeitgeist (Old Aperture Co-op)
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Overgrown Clap Documentation
Uploaded by Fearlezz · Jun 05, 2011
8 comments · 5.0 (3)

A CO-OP map that requires more thinking then usual. Has been tested with several different playtesters. All said that it was been rewarding to finally figure out the solution and that the map was not to hard to solve. Combine this with the excellent attention to detail, you get a map that is extremely fun to play. And you can play this with one of your friends. Map name: mp_coop_lz-3 Have been compiled with final settings. Please use the console to disconnect once the screen fades to black in the end of the map. Thanks!

Overgrown Clap Documentation
Toxic Funnel
Uploaded by jfleduc · Jun 05, 2011
4 comments · 5.0 (3)

Portal 2 Coop map (1 puzzle) jfleduc.com

Toxic Funnel
mp_coop_ice_three_cubes
Uploaded by Icewind · Jun 05, 2011
5 comments · 5.0 (5)

This is a medium - hard testchamber for a co-op team. The design is easy handled, but the correct solution isn't. You need to think outside the box to solve it!

mp_coop_ice_three_cubes
Aristodemos
Uploaded by Pucko · Jun 05, 2011
7 comments · 5.0 (10)

My entry for the summer mapping contest. A fun coop for two lads to enjoy! Divided into 4 rooms with various challenges. Have fun!

Aristodemos
The Bigger Picture v1.2
Uploaded by Hunter McJesus · Jun 03, 2011
8 comments · 5.0 (12)

The Bigger Picture Version 1.2 A challenging Co-op chamber This map was reworked to include a central hub that ties together each of the three rooms. This map forces player to work together. Not only in trying to solve the puzzle but also to help each other move around the rooms. Changes from Version 1.1 -Fixed Platforms in second room -adjusted lighting in second room -fixed trapdoor in first room (now it falls away properly) -added more portal helpers -adjusted textures

The Bigger Picture v1.2
[Coop] Fast Bridge
Uploaded by Skotty · Jun 03, 2011
27 comments · 5.0 (21)

A coop testchamber with 6 seperated tests. Typical testchamber design and a lot of details. You will have to work with lasers, panels, lightbridges, gel, turrets, cubes and pneumatic diversity vents. The tests will need good timing and some time to find the solution. Use your zoom and: Think with portals! Difficulty: easy to difficult Playtime: ~25 Minutes (depends on your skill) How To to play the map in coop is in the zip file! - Contest submission Screenshots in the forum thread!

[Coop] Fast Bridge
mp_coop_chickentest_3
Uploaded by ChickenMobile · Jun 05, 2011
31 comments · 5.0 (20)

Behold! These puzzles include a couple of original puzzle ideas! My third co-op map creation which I thoroughly enjoyed making it (even though I had an error for about half the time which was fixed by deleting a bad brush doh!). I'm not expecting much for releasing this but I wanted people to experience a different type of puzzles from the original Valve-like style ones. Also I would like for you judges to have fun Some screens of my map: Looking forward for your input guys, ChickenMobile Play instructions: Unzip the map from the archive and place in your Steam/steamapps/common/portal 2/portal2/maps folder. Make sure both you and your partner have downloaded it. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_chickentest_3" in the console (which is activated by the ` key under ESC).

mp_coop_chickentest_3
Tic Tac Toe
Uploaded by 7Voo · Jun 03, 2011
6 comments · 5.0 (3)

Important: I forgot to lock the buttons for every turn . . So there will be an update on that. Also when you and your partner ping the same field at the same time, it could disappear. Maybe I'll just let the winner start the round and for the first time the host. --------------------------------------------------------------------- Features: - Ping tool support. - Button support. - Fields rotate on selection. - Winner recognition. - Draw recognition. - Loser gets destroyed. - GLaDOS says at the beginning "You should both be familiar with the game of Tic-Tac-Toe." --------------------------------------------------------------------- Update V. 1.4 - Added draw recognition. - Reworked the level design. - Players now only can select one field per turn. - Added winner indication if you use the buttons. (I forgot that in 1.3) - Improved stuff. You now have to be both in your little areas, to get the game started. If blue goes into oranges area the indicator light will turn red and an error sound will appear. Everything should work fine now. Please report bugs, if you find any. Alternative Download: http://solidfiles.com/d/3577/ --------------------------------------------------------------------- Quickfix V. 1.3_01 - Fixed one of blues winning combinations not appearing correctly. --------------------------------------------------------------------- Update V. 1.3 - The winner now gets indicated. GLaDOS says the name of the winner, and a game_text appears with "Orange/Blue won." The loser gets destroyed, if he stands in his area. All the fields around the winner fields will be closed. And you have to press the reset button to start a new game. - Design improvements The next and probably the last update will fix the last issue on the ToDo list. --------------------------------------------------------------------- Updated the video. --------------------------------------------------------------------- Update V. 1.2 - Fields flip on selection like in the calibration course. - Fixed the last issue from V. 1.1 --------------------------------------------------------------------- Update V. 1.1 - Added suport for the ping tool. - Made the fields bigger. - Optimized the light. - Added external button sounds, because they didn't made any sounds in coop. (probably because they're in a wall) Issues: The ping triggers don't have a parent attribute neither a disable input. Thus the host can override oranges fields via the ping tool. --------------------------------------------------------------------- I just made a little map where you can play Tic Tac Toe! There are indicator lights, to see who's turn it is, and a reset button in the middle. Screenshot [old]: http://steamcommunity.com/id/7Voo/scree ... 0740775103 Screenshot [new]: http://steamcommunity.com/id/7Voo/scree ... 0765998753 Video [outdated]: http://www.youtube.com/watch?v=vteM-DzbzqI Make sure you stand right in front of the button you want to press. Otherwise it could happen, that the button below or above gets pressed. Todo: - Make the player only press one button on his turn.

Tic Tac Toe
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Laser Tower
Uploaded by Mazarin256 · Jun 03, 2011
11 comments · 5.0 (12)

This is my first complete hammer map ever (besides learning the basics back in the counter-strike days), and it is therefore a relatively simple map adhering to the "Clean" theme. Evenso, myself, and the few test partners I've had, find the end result to be both fun and challenging. There are two chambers in the map, and it should take about 10 to 30 minutes total to complete (depending on your combined wit, and more importantly: how much you fool around). The first chamber features several turrets, that will need to be shielded against, while you figure out how to get through a deadly discouragement field. The second chamber is more asynchronous; after a small puzzle involving an excursion funnel, the players will be split up making communication and timing very important. Remember you can hold Tab for your partners view, also the timer tool (accessed by holding F) will likely be needed! Extra challenges for those bold enough: * Complete the entire chamber with neither you nor your partner getting scrapped. * Knock down every turret in the first chamber. * Bring the very first weighted cube with you to the room with the Aperture Science Laser-Powered Sphere Relocator.

Laser Tower