Portal 2 (Singleplayer)
Finished singleplayer maps and campaigns for Portal 2.
Challenge 3
This is the third challenge. It was originally made in the puzzle creator in portal 2, and then i added some improvements in the hammer editor. I hope you like it.
Forsaken Chambers
These are the 1st and 2nd puzzles in a series I'm working on called "The Forsaken Chambers", which takes place in an old facility of the more 'elite' testing initiatives. Puzzles will usually contain few elements, but you will have to use the hell out of them to solve it. For those who followed these maps in [WIP], nothing new here - just the Easter Egg in map 002 that I mentioned in the previous thread. Now that my finals are done I should 'actually' be uploading more content. School/work/life takes up so much time T_T I will give cake to the first person who reaches the Easter Egg in map 002 without cheats / glitches. This task requires ninja skills of an elite variety. (will not actually give cake. That is logistically difficult) --- Feedback is very much welcome! Please don't hesitate to criticize / praise, as well as share solutions (hidden, of course) to help out your fellow testers. They also help me know how people are solving this / not solving it. -- Workshop Links -- http://steamcommunity.com/sharedfiles/f ... d=71526483 http://steamcommunity.com/sharedfiles/f ... d=72035153 I've yet to see support for multi-map uploads :< Hopefully that comes around in time -- v1.5 -- Fixed a texture error in the second map. The BSP's in the zip file are exactly the same as the workshop links; thus, there is no more auto-transition like before (due to the way Workshop maps must close). You will have to load each map individually
Memory Lose
First Published map. I will make more :--P just trying to make storyline. Version 1.0 Released Version 1.1 Released (Updated some parts that player can cheat ) Version 1.5 Released! ( Fixed tones of glitches where player can cheat! secret you can find. - Find 5x potatos in the map and unlock one awesome music track. - Find a way to get the <3 cube Also got a gameplay Me on steam: http://steamcommunity.com/id/12URmarty
Eviscerated By Gunfire
A map in the Decayed theme featuring several turret based puzzles (among others). This map was an experiment to see how quickly I could get a map from the PETI map editor into full Hammer detailing (it took around 4 hours). Feedback would be most appreciated.
Bounded
A small map of medium difficulty. The solution is not difficult to execute. There is also a challenge version included, called sp_bounded_c, which is slightly harder. Some important points: 1. The yellow field fizzles objects, but NOT portals. 2. There is a small delay before death lasers actually get activated. So there's a time gap between your pressing the relevant button and the death field turning on. This is not a hint, but something that can be eventually noticed - I just want to save the player's time. 3. To prevent tight timing (and increasing the height of the room), I modified the death fields slightly so that even if you touch the lasers while ascending, there is be a small time interval before you're killed. So you can still get out safely even if you touch the lasers (FROM BELOW) briefly. You can test it to get a better idea. 4. The cube button in the 2nd room saves the game when activated (just a reminder to those who don't quick-save often). It doesn't do anything except that. View "ReadMe.txt" for installation instructions. Special thanks to HeadShot, Jacu, KennKong and RogerL for playtesting (the normal version only, not the challenge one), coming up with unintended (and intended) solutions, and providing feedback and tips. And to FourthReaper for the nice custom texture/functionality.
BlackCube
A puzzle settled in a black cube. Hazards includes: -Live turrets! -Dangerous goo! -Your own clumsiness! But wait there is more: -Light bridges. (Yes, actual bridges made of real SUN LIGHT!) -Funnels. -That funky orange stuff, that makes you run ultra fast! Exited? What are you waiting for; GO! V01.0 - First release. V01.1 - Fixed some exploits.
Enclosure: Chamber 02
My second finished map, yeah. Tricky and maybe hard. I made it in style of my previous map, but I tried to make it less hard. Don't forget to save every stage you clear or you'll get angry! Also portal placement requires a fine-tuning.
CrossFlinger
This map introduces something new to the Portal 2 mechanics... Rotating platforms! I know it sounds lame, but stick with me on this one. You might recognize them from Soptipp1's map-pack "Testing Is The Future". Now, I didn't steal the idea, I asked the guy for permission to use them, but he haven't responded yet. Luckily he doesn't own the concept, so I can release this anyways... This is my first serious map made for Portal 2. It's actually a work in progress, but I think it good enough to be qualified as a full single player map. Also, this map is easy, really easy. Think of it as a rediscovering of the faith plate. If this puzzle was a part of a single player campaign it would be the first puzzle with the faith plate involved. The map is relatively short but divided into 4 sections with a rotating faith plate in the middle. The player has to complete each area in order to get a cube. The cube is later used as a way to rotate the faith plate, taking the player to the next area. It's sounds complicated, but I can assure you that it's a piece of cake... Get it? Piece of cake? Ahh, never mind... Now, if you're willing to test this map and provide some feedback I'd be happy if you could read the "Known Issues" down below. There is a couple of things that I already know needs to be changed. Version 1.1 - Removed dot-signs in second room - Fixed the hovering panel - Removed panel that made it possible to jump directly to the third puzzle - Fixed indicator lights that wasn't lit when powered - Added sound to the startup of the testchamber sign - Removed a panel frame that didn't belong to the map - Made some minor performance improvements Version 1.2 - Fixed it so that the first cube will now respawn if destroyed - Modified the sealing in the second room to look a bit better - Fixed some flickering textures in the room before the actual chamber Version 1.3 - Made the first hallway longer to prevent the player of slamming into the wall when flinging - Made some textures look better - Removed the potato from the portalgun - Added more details to the sign-room - Added some destuctive envidonment to the second room Version 1.3.1 - Fixed it so that the map actually works (thanks SkyFerret!) Also, break this map! If you can find any glitches or bugs report them to me. It helps me out a lot. KNOWN ISSUES! [spoiler]- The lighting is bad with some textures that aren't properly lit - The first room isn't as detailed as the rest of the map - The seconds rooms floor does not match the floor in the main room[/spoiler] Walktrhough (you probably wont need it though) [spoiler]FNPwv_M5zCM[/spoiler] Anyways, thanks for playing and try to have fun!
Strange Soap
Single testchamber, pretty easy I suppose. Part of an upcoming series. Bigger screenshot: http://puu.sh/sGJY Edit: Fixed the map not being a bsp for some reason.. Sorry everyone!
Power Interference
GO HERE To play the workshop version of this map: It's slightly different, you might enjoy it: http://steamcommunity.com/sharedfiles/f ... d=68660035 Power Interference is a medium sized, easy/medium difficulty map for single player. Changelog v1.0 -Release v1.1, v1.2 -Random fixes v2.0 [Insomnautik's Changes] -Map completely revised, edited, and changed for a better look (Thanks) -Textures completely redone -Added more general freedom to the first room -Added frames to glass and grate -Fit the funnel in the wall [UsCobra11's Changes] -Fixed alternate solution -Altered textures in second room -Moved various things v2.1 -Fixed unintended solution (again...) -Added autosave v2.2 Ran map through Pakrat for lp's fizzlers v2.3 -Replaced Lp's Fizzlers with a glass wall -Added music -Fixed the unintended solution (Again, lol) v2.4 -Player spawns without potato -Added arrival text