Portal 2 (Singleplayer)

Finished singleplayer maps and campaigns for Portal 2.

Secondary Fire: Patience
Uploaded by RubyCarbuncIe · Jun 04, 2012
4 comments · 5.0 (5)

A small map that requires the player (you) to wait awhile for the Blue Portal to get back around to you. This map was originally made for the mod Blue Portals but I never got around to releasing it. Be sure to check out all my other "Secondary Fire" maps as they get released on the Steam Workshop: http://steamcommunity.com/workshop/file ... d=74481359 NOTE: When the door in the first room is opened pay close attention to the signage on the wall.You may also want to save the game.

Secondary Fire: Patience
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Secondary Fire: Speed
Uploaded by RubyCarbuncIe · Jun 04, 2012
13 comments · 5.0 (5)

This is the second installment of my Secondary Fire maps. This test chamber revolves around Propulsion Gel. Be sure to check out all my other "Secondary Fire" maps as they get released on the Steam Workshop: http://steamcommunity.com/workshop/file ... d=74481359 NOTE: The last chamber isn't difficult at all, however it was the first map I'd ever come up with for anything so I feel as though I had to put it in .

Secondary Fire: Speed
Hard Hell Tests
Uploaded by izark · May 12, 2012
8 comments · 5.0 (5)

These test are hard but simple You should play : HHT 1,2,3,8,0 (Easier to harder) Comment

Hard Hell Tests
NYS-5 Hard Mode
Uploaded by Nyskrte · Mar 20, 2012
19 comments · 5.0 (5)

A reworking of NYS-5. Upping the difficulty, changing the puzzles and bringing up the quality. Overwrite NYS-5 Series with this in the meantime until all maps have been converted. 1 of 5 maps hard-mode ready.

NYS-5 Hard Mode
10-turret Bowling
Uploaded by angelsl · Jan 24, 2012
8 comments · 5.0 (5)

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.

10-turret Bowling
Laser Jumping
Uploaded by Sidoko · Jun 06, 2011
6 comments · 5.0 (5)

Here is my modest entry for the Summer Mapping Initiative. Not giant or difficult, just quite fun, at least i had some making this testchamber.

Laser Jumping
Paintbox 01
Uploaded by thehermit2 · Jun 05, 2011
8 comments · 5.0 (5)

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.

Paintbox 01
Black Rooms
Uploaded by MaD2ko0l · Jun 05, 2011
4 comments · 5.0 (5)

First time making a proper map for any game. This has 4 chambers and it was to help me understand how everything works. Not all puzzel elements have been used only some of the basics have been used. Not to sure on the lighting either, never had to do much lighting on other maps i used to play on CSS so this is somwhat of a first. I hope you have as much fun playing this as i did making it. O and please note, this probably needs a few more "indicators" but im sure you guys will figuare out where to go. More/Larger Images: http://steamcommunity.com/id/MaD2ko0l/s ... tab=public http://steamcommunity.com/id/MaD2ko0l/s ... tab=public http://steamcommunity.com/id/MaD2ko0l/s ... tab=public http://steamcommunity.com/id/MaD2ko0l/s ... tab=public

Black Rooms
Excursion Immersion
Uploaded by PokeJosh · Jun 04, 2011
16 comments · 5.0 (5)

A map that makes good use of the Excursion Funnel in Portal 2, not to mention a little surprise that you have to figure out on your own.

Excursion Immersion
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Postmodern Puzzle
Uploaded by Brainstone · Jun 03, 2011
12 comments · 5.0 (5)

Aperture Laboratories have hired a postmodern artist to increase the visual appealingness of their testchambers. After he had four attacks of selfpity on the first day, Aperture has discovered that computers do the same work 13% faster and 128% more aestheticful. -------- Very first own Portal map. Comments and Critism are requested. EDIT: I have edited the map now. People complained that it was too bright for them and the doors caused problems. The light was changed and the doors look really bad right now but should work. I will try to fix this tomorrow.

Postmodern Puzzle