Portal 2 (Singleplayer)

Finished singleplayer maps and campaigns for Portal 2.

[SP] Lost in Testing #1
Uploaded by KenJeKenny!? · Jun 06, 2011
43 comments · 4.9 (44)

! ! ! Placed 7th among SP maps in the Summer Mapping Initiative Contest ! ! ! This will be the first of 4 chapters. This chapter features a challenging but medium-difficult puzzle, using Portal gel, Portal jumping & a funnel. The average playtime = 10-15 minutes. Last Update @ 01-07 Code: Select allv1.3 @ 01-07 - Fully compiled yay! (thanks to MissStabby!) - Added level transition to chapter 2 (WIP) v1.2 @ 30-06 -Compiled with full RAD+HDR but sadly still no full VIS :( -Altered the elevators a bit & optimized them -Added map title & chapter number text in beginning -Fixed the debris by the funnel so that it will be non-solid v1.1 @ 30-06 -Fixed lighting (but still intentionally a bit dark) -Added timer to exit door button -Fixed panel animations -Optimized the overall map some more -Fixed some more bugs :) v1.0 @ 06-06 -Added Skybox detailing -Fixed small bugs -Added Thermal Discouragement Field -Added Test sign (can't edit script yet because of contest rules) -Made 20sec. speedrun impossible :P -Made 41sec. speedrun impossible :D -Added some more lighting but am gonna keep it intentionally dark. To-Do List: X The lighting (100%) X The visuals/looks still have to be finished (100%) X There is no proper ending yet (Fixed!) X No cube dropper/respawner yet... So don't kill the cube!!! (Fixed!) X no autosave yet... so death = map reload! (Fixed!) X not fully compiled yet... (Fixed!) X no glados chatter yet. Screenshots (bit outdated): http://steamcommunity.com/id/tuinhek/screenshot/576672371085926605/? Youtube Preview: fcQtiDWCkB4 Intended Solution (SPOILER WARNING!!!) http://www.youtube.com/watch?v=21L5SMp0v5k Plz leave a review and/or rating!!! Any feedback, good or bad, is welcome! Thanks in advance & enjoy the puzzle! ~KenJeKenny!?

[SP] Lost in Testing #1
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[SP] Cubes 'n' Funnels
Uploaded by Will T. · May 27, 2011
28 comments · 4.9 (38)

Yeah, I'm not great at names... This is my contest entry. Not much more to say than that... If you find any new exploits please don't hesitate to point them out. CHANGELOG: v. 1.3 - 6/5/2011 - CONTEST FINAL -Added a means of escaping from either button should the player accidentally end up on one of them via the funnel -Made it so that the player can no longer directly press either button and trigger the autosave when the cube isn't there -Fixed a convoluted exploit that allowed the player to bypass the second part of the funnel puzzle -Changed the way the broken ceiling lighting was set up - there is now some natural light in the room! -Added more details all around -Fixed some aesthetic problems - misaligned textures, glitchy models, etc. (Some small errors may persist; I tried but couldn't find working solutions to a couple of potential minor lighting glitches) -Added an env_wind to make vines sway v. 1.2 - 5/30/2011 -Added signs hinting towards the propulsion gel -Changed the repulsion (bounce) gel button to rise out of the floor when enabled, and start visibly retracted into the floor -(Hopefully) fixed the panel-platform controlled by the right-side floor button getting stuck in the "down" position when the button is pressed -Re-added music, with a little piece of Portal 1 nostalgia (it doesn't loop, but the file I picked doesn't either so it works) -Added more destruction v. 1.1 - 5/27/2011 -Fixed multiple methods through which the player could acquire the cubes in unintended ways, bypassing the main puzzles -Added lights to draw player's attention to potentially hard-to-see testing elements (i.e. portal surfaces in dark-ish areas) -Removed music for now; I might re-add it when I figure out how to make it actually work -Tweaked timing of events on broken sign at the start - it now explodes and dies after 1 second (was 2.5) -Fixed some minor texture alignment issues v. 1.0 - 5/26/2011 -Initial release

[SP] Cubes 'n' Funnels
[SP] Motanum's Slanted Bridge
Uploaded by Motanum · May 17, 2011
26 comments · 4.9 (36)

From the second place of the latest ThinkingWihtPortals mapping contest, comes my first Portal 2 map! Updated Abril 4, 2012. Although it is lacking from story, which I might do later. The map is fully complete. It involves Bounce and speed gels, lasers and hard light surfaces. Along with the usuall thinking with portals. It is of medium/large length, and about medium/hard difficulty. Still, no insane moves are required. Pure Portal basics in weird ways! E-mail me at eugenio.motanum91 AT gmail.com You can follow me on twitter @MotanumR My youtube channel is http://www.youtube.com/user/motanium And my steam is http://steamcommunity.com/id/Motanum

[SP] Motanum's Slanted Bridge
DoubleTake
Uploaded by Zimplen · May 28, 2011
39 comments · 4.9 (35)

Challenging map that i have made for the mapping contest hope you enjoy Changelog: v2.2 -somehow the 2nd box dropper didnt drop what it was supposed to. but ive talked to the box dropper people, and lets just say that problem wont be happening again v2.1 -exactly the same as v2.0 but i forgot to add the things needed for the contest :S v2.0 -added more puzzles -fixed places where you could get stuck -made various puzzle elements easier to understand v1.1 -fixed problems where you could get stuck -got rid of light bridges -changed the name! v1.0 -first release

DoubleTake
Marlow's Undergound AFP's
Uploaded by Marlovious · Jun 19, 2011
26 comments · 4.9 (34)

Updated to v1.1 to fix some minor bugs. 1950's style map featuring 50's style aerial faith plates. Medium difficulty. unzip to your portal2/portal 2/maps folder. to play, enter console and type "map sp_marlow_underg_afp_v1" Please let me know if you find any bugs.

Marlow's Undergound AFP's
[SP] Missing Geodome
Uploaded by Kay · Jun 06, 2011
24 comments · 4.8 (33)

A single player map in a rusty 1950s Aperture Science Geodome. It features all kinds of gels and a few cool ways to play with a companion cube. I recommend playing this map after you finished Portal 2 solo and coop, not for a storyline problem, but for the mechanisms used in the map. Screenshots: http://img90.imageshack.us/i/p21q.jpg/ http://img864.imageshack.us/i/p25l.jpg/

[SP] Missing Geodome
[SP] Override
Uploaded by ColorCubeMan · Jul 04, 2011
17 comments · 4.8 (32)

A Wheatley themed map including excursion funnels, gels, turrets. screenshots: http://img819.imageshack.us/img819/945/64456147.jpg http://img42.imageshack.us/img42/563/48787622.jpg http://img651.imageshack.us/img651/2662/48414791.jpg You can watch the solution here: http://www.youtube.com/watch?v=yJLGZyDYvPE

[SP] Override
Without Portalgun Demo: Turrets Domino
Uploaded by Loo-Kin · May 31, 2011
30 comments · 4.8 (32)

This is my mapping contest entry. This map includes some simple tests with turrets. One note: You haven't got portalgun. All portals can be opened when you push special buttons. But it doesn't mean that this map is boring and total platforming. This map was created to prove puzzles without portalgun can be interesting and even original. Get ready to think with portals but without portalgun. 1.1 version changelist: -Fixed bug that two orange portals can be created at the end of map. -Box dropper in the last challenge is working now -Now music is playing less loudly during the test challenges -Some minor design updates v1.2 changelist -Fixed a bug where player could spawn with portal gun -Fixed all problems with music (I hope) -Design and light improvements Attention: the map had changed name. To launch the new version you must type in the console "map wopg_turrets_domino".

Without Portalgun Demo: Turrets Domino
[SP] Monoportal
Uploaded by Random · Sep 05, 2011
49 comments · 4.8 (31)

Monoportal is a single-player level that revolves around combining more advanced test elements with the Single Portal Device. Monoportal consists of 8 chambers spread across 3 maps which, if I met my goal, begin quite easy and grow more difficult and complex as you progress. Part One: sp_monoportal1.bsp: Intro, Lasers, Light bridge Part Two: sp_monoportal2.bsp: Faith plate, Speed and bounce gels Part Three: sp_monoportal3.bsp: Turrets, Excursion funnel, Finale Federal regulations require me to thank you for playing, and to hope that you enjoy your experience! Screens: http://img855.imageshack.us/img855/2033/monoportal1.png http://img11.imageshack.us/img11/511/monoportal2.png http://img822.imageshack.us/img822/4845/monoportal3.png http://steamcommunity.com/id/Randomiser ... 8637443626 http://img691.imageshack.us/img691/5592/monoportal5.png http://cloud.steampowered.com/ugc/55866 ... D792AC187/ http://cloud.steampowered.com/ugc/55866 ... 036BB9EE0/ http://cloud.steampowered.com/ugc/55866 ... C35FD4FDA/ UPDATES ------- V4 - Fixed bug induced by the DLC. V3.95 10/02/11 Thanks for the 1500 downloads! I finally decided to block one slightly unintended solution. I added placement helpers that should give the bounce gel a 100% success rate (if you're doing it right). V3.9 Some final tweaks for now. V3.8 - Yet more and brighter lighting in gel and funnel room, as per viewer suggestion. Safeguarded against possibility of a portal dissappearing. 9/14/11 V3.5 - Tweaked some things, mainly regarding exploits in the final chamber. V3 - significant lighting improvements in chambers 4 and 7. v2.6 - Fine-tuned previous changes made to sp_monoportal3 including turrets and functionality (fixed a few placement helpers) v2 - Fixed exploit of being able to bypass faith plate, made minor visual tweaks, fixed various other errors 9/6/11 v1 - Original 9/5/11

[SP] Monoportal
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[SP] Overgrowth
Uploaded by slowdevelopment · Jun 01, 2011
29 comments · 4.8 (31)

Hey, This is a test chamber I'm working on for the Summer Mapping Initiative. I'll be updating it up until the contest deadline; if people want to give me feedback on it, try to break it, etc. I'd appreciate it! Also, if you know how to use the record demo console command in Portal 2 and want to send me the demo of your playthrough, that would be extra-useful as I want to see how people approach solving stuff. Changelog: v0.1 - first version of map v0.2 - made stairway on third level more noticeable, added convenience for returning to lower levels from the end if cube needs to be repositioned, added foliage, made water at base of testchamber transparent, various minor graphical tweaks, added glados line v0.3 - fixed portal alignment issue at top of chamber, fixed brushes that could have interfered with box dropper entities, lowered box dropper and made box target into convex displacement map to reduce the likelihood of it bouncing away v0.4 - put invis collision around top of drop from upper light bridge panel & adjusted platform spacing to prevent a way to break the puzzle; made final light bridge panel hidden until the player presses a button on the upper balcony, changed voices and music trigger timing, added another convenience portalable surface and closed off an unnecessary stairway to vary movement/pacing, various visual changes w/ ruined structures, foliage, fog settings and pfx v0.5 - made some more gameplay alterations to make movement through the chamber more interesting, improved lighting, updated vo, sound, and transition entities, did some optimization, added more func_details and props, pfx, etc.

[SP] Overgrowth