Portal 2 (Singleplayer)
Finished singleplayer maps and campaigns for Portal 2.
Cattle_Tuberculosis
This test may expose you to Cattle Tuberculosis... and Turrets... It is meant to follow the "in between" theme when GlaDOS is just starting to warm up the enrichment center and revamp the chambers. V 1.2 has fixes to two game-breaking bugs.
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.
Arch 01
A small map where you need to use Repulsion Gel and Aerial Faith Plates.
Sorry About the Potato
Short map with gel, funnels and lasers. Version 1.1 uploaded.
Perplexo
A small difficult puzzle for hardcore portal players. Note: As all my maps, this may require rather advanced techniques. v1.1: Removed an unintended feature. v1.2: Removed some more unintended features.
[Sp] Repurposed
An old WIP that I forgot about then re-discovered recently. Would say it is around medium difficulty.
Psychosomnium - Updated
Inspired by the Indie game of the same name by Cactus and Every Day the Same Dream by Molleindustria, this map tells the story of an Aperture Science employee who gets trapped in his own dream. Instead of puzzles, this map focuses more on exploration and finding different ways to go than the path laid out in front of you.
10-turret Bowling
A simple bowling map. Press the left button (with the hint) to start a game and end a round if your ball gets stuck. Press the right button to show your score. Rules and scoring are the same as typical 10-pin bowling. A turret will register as tipped when its side touches the floor or it falls into the gutter. When it is dissolved, it has been counted as tipped, and the corresponding indicator will tick. Once the ball is dissolved, you have 1 second before the shot ends and score is recorded. Any turrets fizzled after the 1 second will be counted in the next shot/frame. Have fun! Oh.. and for objective.. GET SCORE 300. Update 1.6: * Some tweaks to triggers and stuff. Nothing much. Update 1.5: * Fixed bug where a spare on 10th frame doesn't give you the bonus ball Update 1.4: * Unbroke map Update 1.3: * Completely rewritten script * Made ball bounce less (by a trigger_push down); should be easier to score? * Something happens when you hit 300. Update 1.2: * Turrets now register immediately when tipped. * Un-inverted the dropper. It still has a nograv field for it though. * Painted the left runway with propulsion gel as well, to make it less troublesome for runners. * Delay reduced to 1 second after 1st shot, and 2 seconds after a frame. Update 1.1: * Wall texture changed. * Ball dropper now dispenses up, preventing ball from rolling around. * End round button now emancipates ball immediately on press. * Turrets that fall into the pit/gutter now count as tipped immediately (turrets that tip on the alley must still go through the retire animation) * Target overlay added above aerial faith plate. * And other things I may have forgotten.
Forest Temple
I decided to bring a fantastic puzzle game together with an incredible puzzle game to make something that would (hopefully) turn out spectacular -- you can be the judge of that. This is a full-scale recreation of the Forest Temple from the Legend of Zelda: Ocarina of Time with Portal 2 puzzles scattered about. My goal was to make the map in such a way that a player with only knowledge of Portal 2 mechanics could play the map just like any other, while Zelda fans would feel that their surroundings were familiar. I've uploaded the map here but it is also available on the Workshop, and there you'll find screenshots, insider tips, and the change log: http://steamcommunity.com/sharedfiles/f ... d=86505390 Now with a run-through video! Included in the interest of helping the hopelessly lost: (Note: SPOILERSSSSS!! Don't watch it. Unless you like eating spoiled vegetables, in which case I would contact a physician) http://www.youtube.com/watch?v=pBE2RbeZDs4
Cross laser
My first map. Little piece with lasers. I like work on level design.