Portal 2 (Singleplayer)
Finished singleplayer maps and campaigns for Portal 2.
sp_dkx_gtc
My small Entry for Contest. Hope you have fun getting the Cubes. Edit(24/06/11): Updated - Fix small Bugs - Fix Exit Elevator - Edit the "how i reach the Exit-Puzzle" so player can be true they solved it correctly - Edit some black Walls in last Chamber - Add Autosave
sp_dreamlike_state
A shortened version (due to time) of a map that is in a wip map pack.
Nine by Four
Just a simple map with lasorz!
only one way out
This is my Summer Mapping Contest entry. It features two rooms with medium difficulty. Hope you enjoy playing.
[sp] Challenge accepted
"I've got a challenge for you after this next test. Not a fake, easy challenge like last time. A real challenge, without impossible moves." Location is the completely restored Aperture Science facility.
Apature Dungon
inspired in part by a certain Legendary series. Use boxes for your keys. theme: Clean mode: SinglePlayer
Small Rooms & Reuse
This chamber is made of a group of smaller chambers. There's some turrets, a cube, and some buttons, but no gel or funnels or anything. This is the first map I've made.
Hazard pit
This is my chamber for the contest. Its prety short and simple but fully detailed. The original room was meant to have a water pit that lowered presing a button which was posible with sdk but not with authoring tools (dunno why), so this is the result, quite similar. Anyway, have fun with the chamber, it was made for that ^^ Please note that my computer cannot open instances nor place overlays so the lifts were copied and pasted from a friends map (he allowed me to dont worry).
Laser show
This is my entry to Summer Mapping Initiative. First room is all about lasers. As for second room, it's not impossible it's actually really easy. I just hope it's not too hard or too easy. It's big file because I didn't know how to optimize map small and now I don't have time. Good luck and have fun.
Box Fling
A large-sized map divided into two main sections which interconnect. This took a lot of effort to make and tweak. Please comment and rate! Theme: Destroyed (Act I, pre-wakeup) AI Voice: Announcer Screenshots: http://steamcommunity.com/id/czfjrod/sc ... 365334538/ http://steamcommunity.com/id/czfjrod/sc ... 365332280/ http://steamcommunity.com/id/czfjrod/sc ... 365329886/ http://steamcommunity.com/id/czfjrod/sc ... 365325905/ http://steamcommunity.com/id/czfjrod/sc ... 365323602/ http://steamcommunity.com/id/czfjrod/sc ... 365316924/ http://steamcommunity.com/id/czfjrod/sc ... 365313609/ http://steamcommunity.com/id/czfjrod/sc ... 365311653/ http://steamcommunity.com/id/czfjrod/sc ... 365306453/ v2 Update Notes: Added glass window & portal-able surface to Reflective Cube button chamber (by request of DiMartino) Tweaked skybox lighting Added SDK instances to ZIP file to preserve directory structure v3 Update Notes: Altered opening hallway props Added additional foliage Tweaked lighting v4 Update Notes: Added intro text Added autosave points at entry door and sealed button v5 Final Update Notes: Tweaked intro text Added additional info_placement_helper entities Added readme file to ZIP