Portal 2 (Singleplayer)
Finished singleplayer maps and campaigns for Portal 2.
Paintbox 01
My entry for the TWP Summer Mapping Initiative. Since I haven't done any mapping in a few years, for my first Portal 2 map I wanted to do something short to help shake the cobwebs off, and that highlighted my favorite underused game element, conversion gel. So here's a black metal box with a white gel pipe. There's an excursion funnel, too; I'm sure you'll figure it all out. Also I added a small BTS area for anyone who feels like exploring. Have fun getting to it. This is my third posted map for the Portal series.
Bridge Over Toxic Water
My single player entry into the mapping contest. v2:Fixed broken overlay, added water mist particles.
sp_schiller_01
My first released map and my entry for the Summer Mapping Initiative. It's not the hardest map, but it's about timing. Hope you enjoy!
cradle
Sp entry for the Summer Mapping Initiative, focusing on story telling and readability in puzzles
Test Area Zeta: Chamber 01
Update: v1.3 Released A short but sweet Test Chamber in a forgotten corner of the Aperture Science Test Facility. The first in a series of Zeta Area Chambers that may or may not be trapped within a collapsing valve-time zero-point singularity bubble. Theme: Clean (mid-construction). Elements: Lasers, Toxic Slime, Panels, Repulsion Gel. This chamber has a definite "right" solution but it can be solved in a few different ways, for those Portal Ninjas out there! Installation instructions included in archive. Screenshots: * http://is.gd/ueSHIa * http://is.gd/aN75Oh * http://is.gd/kCclm2 #========================= ChangeLog v1.3: * Added measures to prevent hard crash caused by 'Erase' gel interacting with Water Hazard brush. ========================= ChangeLog v1.2: * Added additional, additional lighting. * Modified various Indicator Lights for clarity * Additional Water "Safety" Panels added * Safety Panels are now 37.2% Safer. Promise. * Additional Panels added to 'Pit' area for easier access after first solution * Fixed lack of clipping that allowed player to jump into drain pipe area ======================== ChangeLog v1.1: * Added additional lighting. * Misc I/O Changes. =========================#
TunaFish
My entry for the Summer Mapping Initiative, and also my first released map. It's fairly short, and not very difficult. I tried to be creative with a little "animating"... hopefully its not buggy. Leave me some helpful feedback if you can. Thanks! Update#1: Added a Readme file Update#2: Changed the following: -made the final portalable wall more obvious (I hope, but please let me know if it isn't, and give me some suggestions) -added fizzlers between the "rooms" -removed the "evil trapdoor of death" -added info_placement_helpers to a couple places -added a underground soundscape -added an explosion effect to the gantry crash animation part Update #3 Changed the following: -added music throughout the level -fixed a few ways to skip over the first room -made the turrets deadly...hate me if you want -added an autosave right before the turrets, see above -added more signs to the turret room to make it EVEN EASIER to figure out Update #4 -fixed some overlays I jacked up with update #3... This will be the final update unless someone finds some substantial bugs or glitches. If you do just let me know and I can fix it.
Before the new
This is before the new! Its my first old aperture level, and I would have to say its awesome! Thankfully at the last minute I was able to take a picture because before it did not work....
Anomaly
A medium-long map I made for the Portal 2 Summer 2011 Mapping Contest. Contains discouragement beams, blue and orange paint, excursion funnels, turrets, and more. Difficulty: Medium-hard.
SP_A Boxiful Mind
Dev Comment: My First attempt at mapping with Portal rushed out for the contest. Therefore bugs are all Inclusive (Fast retriggering Bridge Button, messes with panels). But I Hope that the Puzzles are well worth it // Changelog is in Thread Aperture Sience Statement: "Welcome to our Underground Biomaterial Recycling Center. We hope you don't mind that we hadn't the time to completly Build it up, but at least we've allready assembled the Sentry Turrets for your Pleisure and enriching Stay. We also would like to inform you, that you should stay away from the Organic Assembly on the ground, becouse it is Highly Enriched Toxic Stuff created by Humans after eating our Repulsion Gel. Aperture Sience, The Future was Yesterday!"
Convergent Breakout
The last puzzle can be solved in multiple ways. I didn't spend a lot of time on it because it's not in the original course of tests i'm making. This map is actually made of 2 testchambers, the latter unfinished, in one series featuring conversion gel. Since the map is now somewhat mangled, other gels have been implemented more, as the last test chamber was (sort of) hastily made. ------------------------------------ Version 1.1: - Fixed the bug that hid the walkways from some players - Was very helpful for other maps I'm working on as well ------------------------------------ Credits: FourthReaper - for design and creation Valve - for making the Half-Life/Portal universe a better place Special Thanks to: ZeepaAan - for helping me find the solution (and the problem) to the walkway-bug