Portal 2 (Singleplayer)
Finished singleplayer maps and campaigns for Portal 2.
Fun With Funnels
Every puzzle in this level revolves around the tractor beam. This map will force the player to think outside the box on how to use a tractor beam. A helpful hint is to figure out what makes these tractor beams different from any other tractor beam. This is the third level in a series of 5. Fun With Gravity Fun With Paint EDIT: Version 1.1 - Added README file
Creuz's First Room
Difficulty: Easy/Medium This is my very first map, if you found a bug or something else please tell me! Official Solution Video: Check the "read me" file. ------------------------ V1.1: Fixed unintended solutions. Second room now is smaller. ------------------------ Hope you enjoy it
sp_contaminated_area
This is my first experience of mapping.So here is a little map with an easy laser puzzle.But the puzzle is not the main point of the map.Much more attention I gave to things around the puzzle. Any feedbacks are wellcome. EDIT : version 1.1 - fixed unintended solution version 1.2 - fixed another unintended solution
[SP] sp_custom
This is my second attempt to make a map. Well, I'm not very creative with names so ... I called just "sp_custom." I hope you enjoy, and please, leave your feedback and or suggestions. ---UPDATES--- v1.1 -Map 1 Fixed the problem with the Reflective cube being stuck in one side of the portal. Fixed the problem with the killer lamp. Fixed the possibility of skipping the laser destroyed room. Added a way to avoid you being stuck on the laser side in the destroyed room Eliminated the possibility of walking outside the map. -Map 2 Added missing trigger_hurt in the pit with the vactube Some aesthetic aspects improved Credits for the feedback on these bugs. -benvent -muwhahaha -NeoDinian -KennKong -------------------------------------------------------------- v1.2 map 1 Eliminated the possibility to fall behind the stairs in the BTS area. Some aesthetic aspects improved. Fixed (again, LOL) the possibility of skipping the laser destroyed room. map 2 Eliminated the possibility to use the turrets to help in the puzzles. Added more light in the beginning of the map. Some aesthetic aspects improved. Fixed unintended solution. Fixed a bug in the first test chamber door. Added a button to respawn the 2? reflective cube to avoid you being stuck in some cases. Credits for the feedback on these bugs. -lpfreaky90 -Lapak -KennKong -Djinndrache -BlumCoLe -Instantiation -------------------------------------------------------------- -V 1.3 Well, today i was doing some cleaning on my HD and i found some old screenshots of this map in old versions. so I decided to put some extras, there are few images but i hope you enjoy. There are also some images of a new map I'm working on. I do not write well in English so, sorry for any error in the text. =) --!!NOW ON STEAM WORKSHOP TOO!!--
[SP] Middle Map
As the name implies, this is intended to be a middle map in a map pack (eventually). For right now, just a couple of puzzles to solve. Hope you enjoy! Map file is sp_laser_funnel_1_0 Install in Steam>steamapps>common>portal2>portal2_dlc1>maps (If this doesn't work, try common>portal2>portal2>maps)
KA Level 1
SP KA Level 1 version 0.92 Info: Difficult map but still not too deadly, with achievements so than even if you have done the map, you still have to find and clear all achievments Note that all rooms and areas that are lit can be reached and the thumbnail is showing the wall with achievements. Achievments is not any thing you have to do to finnish the map but you may if you want but some is not available if you break the glas. Install: copy map to portal 2/portal2/maps (if you have 0.70-> you may want to delete "SP_KA_Maps_Level_1_xxx.bsp"(the old version)) run game with -console to run man type "map SP_KA_Maps_Level_1_xxx.bsp" (xxx is the version number) hint before starting the map type: bind "any key" autosave that way you can save quick have fun and plz leave comment and rate it. ======Achievments:======= Nr: Hint: 1 Dont hurt it to open the door 2 Listen where it play from 3 Dont push to hard to find it. But do not try after the last gel is found. 4 It is open and not break it. 5 you only have 12min to place ball in place 6 Watch you head to not get hit. 7 The way will open for you and the door will be broken. 8 wood is broken. ======Change log========= V0.80 changed elevator to underground style. changed cube to old style. added one more achievment room. optimize the map to be faster to build and more small things. V0.85 *uppdated area around elevator to give a better look V0.86 * fix missaligned texture on fizzle * fix unwanted shortcut between start and exit elevator. * optimize the map near the start end exit to give a little smaller map (around 5/29mb) * changed light at turret to show that it is something there. v0.90 * added better fizzle field on one place * enable white gel later. * changed textures on some walls * changed the way that some fizzle fields turn off. * and more small fixes * this update is most to do the last part in air to be easyer to understand then not using hidden triggers V0.91 * reupload to fix uncompress and other problem reported * added smal delay on one trigger to lower risk of not disable funnel then wanted v0.92 * add fizzle field at end to stop gel from geting out * deleted trigger that disable white gel at end * added hit on how to get ball to exit * replaced picture of achievement 4 to show cake * replace existing cake with portal 1 cake to map later verisons to do list. * Get feedback and fix bugs and errors
Laser Encounters
The name says it all, and when you walk through those doors, you'll understand. Sounds are Key, so listen carefully.
arc_reznor
Hello ThinkingWithPortals. My new years resolution is to release my portal maps that I've been making the past little while. For some reason I cannot figure out how you guys are making single test maps. So I've had to include my arc_transition_list.nut to make everything work. So put arc_transition_list.nut in your Program Files/Steam/steamapps/common/portal 2/portal2/scripts/vscripts/transitions/ folder If you did this with one of my previous maps the transition list is still valid and you don't have to do it again. -or- if you don't feel like putting vscripts in there, noclip forward after spawning, you should find the elevator pretty quickly. after doing/not doing all that don't forget to put arc_reznor.bsp into Program Files/Steam/steamapps/common/portal 2/portal2/maps Then load up portal2 open up the console, and type map arc_reznor and you should be good to go. This is my second release and I have a insatiable hunger for feedback, good or bad. Happy testing! -dan
Chander Test 7 (Two Towers)
This experiment with paint for hardcore players Version 1.1) First testing version; Version 1.2) Added some items for fixed bug with funnel (solution more hard); Version 2) Fixed design;
[SP] Deja vu
These test chambers were designed to understand whether testsubjects became confused if they had to solve the same chamber over and over again. The test results were highly informative; they did not. This is my first map, so feel free to post some constructive comments. ==Changelog== V2: -Removed unintended tricky jumps (9x) -Updated math_counter -> logic_branch -Minor changes