Portal 2 (Singleplayer)
Finished singleplayer maps and campaigns for Portal 2.
Aperture Aquatic Testing Center 2
Since a lot of people like the 1st Aquatic Map I made I decided to make a slightly harder map that's made up of a main chamber and two smaller chambers. Doors open without switches. To make things interesting, the player will start without a Portal Gun. But a Portal Gun can be found in the map somewhere. Have fun with this new challenge! There is a hidden room somewhere with something in it to take to the elevator.
[SP] Momentum
update Momentum v_5 Fixed issues: - The gel doesn?t leak through the floor/ceiling (Thanks Mr. P. Kiwi!) - Removed that "hover in mid-air behaviour" from both lasers in room 1 (Thanks pedmacedo!) - Cube can?t be retrieved after increasing the counter anymore (Thanks Seizure22!) - Corrected the ?type mismatch? for the fizzler in room 2 (Thanks pfalstad!) ________ update Momentum v_4 Will add a detailed list of fixes later on... (Should fix all issues mentioned in the thread.) ________ [SP] Momentum v_3 First of all I?d like to thank all of you who have contributed to the WIP thread and to Demonz312 for his ramp instance (which you can find here: panel Stairs+instances). Very special thanks to NuclearDuckie and josepezdj who have not only playtested this map but also made many suggestions to solve several issues and had great ideas for improving some puzzle elements. As a first map this was quite ambitious and I should have started with a smaller one. However, despite the fact that it took way too long, it was fun making it and learning Hammer. As I?ve written in the WIP thread especially the first puzzle element is about angle, timing and of course ?Momentum?. It also has two new custom elements. An anti-player and an anti-cube laser field. The first denies the player but allows the cube whereas the second one works the other way around. At first I used env_lasers to make those laser fields but then found a better, less expensive way using func_brushes with ?abused? textures. Hope you like it... __________ Screenshots: http://steamcommunity.com/profiles/7656 ... reenshots/ __________ Please do not rename the bsp-file, else you would have to rebuild the cubemaps properly which would cause an increase in file size, thank you! I made this with the first custom maps I downloaded and wondered at some ugly reflections __________ Known issues: - One of the brush entities is ceiling and floor at the same time with a gel dropper above. The gel can be seen (leaking) through it (any ideas???). - The cube in the first test chamber might get stuck under a panel. I was only able to solve this problem rather clumsily but it should work. - Due to the random nature of func_physboxes in motion, you might get stuck when moving among them and rigid elements. This only happened once to me, yet I thought I should mention it. - There?re also parts in this map which require to crouch and move through small openings; I can assure you that I adhered to the minimum measures for height and width, however josepez told me of some problems which might occur due to a corrupt dll-file. In that case you should check that first. - I liked a custom env_laser element I made much better with end sparks but they were visible through other func_details and walls (again, any ideas?).
sp_Birefringence
This is a medium difficulty map containing two puzzles which focus on catapults, excursion funnels and lasers. Notes: Revision notes: Rev A.- initial release Rev B.- Removed portable surfaces in 3 areas - Organized logic entitie I/O's Rev C.- Added barrier on vertical laser - Removed ability to slide cubes over emancipation grid - Fixed missing emancipation grid emitter - Added no-portal panels in 2nd puzzle - Hopefully, fixed the glitchy laserbeam when portaled on platform wall - Aligned and fit emancipation grid texture in 1st puzzle
(G) Fling_1
A map based on simple flings. I have not really worked on keeping the map clean, so if you decompile, your eyes WILL burn. We accept no responsibility for loss of eyes. ------------------------------ To do: Performance Optimisation Texturing (?) Fix any reported workarounds Cubemaps ------------------------------
Aperture Science Hard Light Surface Test
Number 3 in the serie. Enjoy
Backstage (v2)
As its name indicates, this map will take you on a trip in the backstage of aperture science. Visit enormous environnements and put your skill to the test in this map oriented around quick thinking and execution rather than reflexion. Version 2 is up ! Most issues should be fixed. Level art is still not in its final version but that will come later.
Aperture Science Laser Test
This is map number 2 in my serie "Aperture Science Test" This one is a little bit short. But i hope the puzzle is just a little hard. You can request a solution if you need it. I learned a lot from making this map. Thats why it got so short. I used some different stuff in it.
Malatu Zeserret
I might try to make the rooms a little smaller next time. This was fun though! I believe that both the lacks of startup transition and strategic fizzler have been resolved. Please resume your endless wandering!