Portal 2 (Work in progress)
Early builds, betas, and in-development Portal 2 map projects.
[Coop] Marlow's Coop Underground
Medium difficulty 1950's themed coop map. Includes Gel and Funnel. 3 chambers. 5-10 mins. Let me know what you think as this is my first coop release. I'd like to know about any bugs or exploits.
acces unlimited
This mappack is very unique because it isnt a single map with a single storyline but it is a hub.Place from where you can visit other chambers and maps. The Acces Unlimited offers you a lot of hours of fun with your friends. You can visit the Turret Manufactory, The Maze and other places. When you bored with this you can just simple leave the hub and enter whole unexplored world of Apereture Science. From here you can visit experimental and special rooms like Universal Room. Finaly, it is the time to think out of the box. (Note:This isnt a playground!). The puzzles have everything what they need.All favorite elements are included. Vacuum cleaner too. If you want to see the gameplay look onto this video which i made with my friend. http://www.youtube.com/watch?v=b-pVI-2VDL8 (friend is talking) Here are some pictures of maps: faces of room0 http://dl.dropbox.com/u/34706273/acces% ... 0room0.jpg faces or room1 http://dl.dropbox.com/u/34706273/acces% ... 0room1.jpg faces of room2 http://dl.dropbox.com/u/34706273/acces% ... 0room2.jpg faces of room3 http://dl.dropbox.com/u/34706273/acces% ... 0room3.jpg no quick moves http://dl.dropbox.com/u/34706273/acces% ... 0moves.jpg choose a chamber http://dl.dropbox.com/u/34706273/acces% ... hamber.jpg hall of dead turrets http://dl.dropbox.com/u/34706273/acces% ... urrets.jpg Please note that this project is still under heavy development,and the hub is just a box it will get desing like the real hub. Not the same but similar. And of course new experimental maps are on the way too. If you are interested you can see more of this map on this page: http://www.moddb.com/addons/acces-unlimited I d like you see your comments or your ideas how to make the map better. And if you found a glitch or bug report it please into comments.(Note: The manufacturing level ends when you open the sealed doors,if you go further you wont be able solve the puzzles because they are unsolvable.) If someone who is interested in portal 2 mapping and would like to help this project, please write it to comments or e-mail me. i realy could use a help with transitions. Installation: The rar folder contains 3 maps. Put them all to your portal2/portal2/maps folder Transitions(traveling betwen maps) in the maps arent functional (yet). So you have to change levels manualy by console. (Note: you can do this by opening console and write: changelevel "name of the map") When you enter the real Hub open a console and enter: changelevel mp_coop_acces_unlimited.bsp And thats it. Thank you for reading and enjoy.
Zhan's Hard Light Bridge chambers
A Portal 2 work in progress single player test chamber focusing on hard light bridges and the different ways they can be used. I currently have four test chambers done, and my current plan is to make sure these four are fun and play well, and then detail them and clean them up for submission to the Summer Mapping Initiative contest. Enjoy! A zip download is here, if you can't open .7z files: http://dl.dropbox.com/u/18787920/portal ... _chmb1.zip
[beta] gel race tunnel
This is a construction kit for a gel race tunnel coop map. Inspired by the 'Gelocity' map of Raidix. I have worked on serveral prefabs to easilly create an gel race track coop map. We have tested the prefabs serveral times and build up different maps with it. Iam nearly done with the map, but there is big problem with the speed-gel visibility for the person which connects as the client. That's why Iam uploading this map and all of my prefabs + vmfs to WIP-Section. Features: - speed gel race track with jumps, obstacles, portal flinging, jump gel - lap counter, different music, start and finish animations - 2nd player can catch up I really hope someone has time to look into my vmf's and help me to fix some problems: - visibility of the gel for the client - "Catapult launch target not networked to client! This will make prediction fail! Fix this in the map." ('info_target' flag is for client is checked) - "Multiple Lights on a Face at x.y.z" (Iam not good at placing lights) - any other problems? Regards PortalCombat
Chronus - Coop Series Test Chamber 1 v2.0
My first publicly released map. This one is all about working together, timing, and using the excursion funnel. Difficulty: Intermediate Changes for V2 +Added some extra info_placement_helpers to guide portals. +Coop exit door should now function properly...it opens! +Blocked off the cube dropper to prevent cubes from being grabbed mid-air. +Moved exit panel so crouch-jumping could not land you in the exit alcove. +Reworked the three emaciation fields to prevent exploits +Cleaned up some textures. +Cleaned up some instances.
sp_hard_one
My first singleplayer map for Portal2 (I've mapped CSS before). The lower room is alredy complete. I will complete the upper one. Can you solve this puzzle? I think it's pretty hard. How long did it take until you did it? It's possible without using glitches. Or did you solve it in a other way than I? Walkthrough v0.85b: http://www.youtube.com/watch?v=vhL-CtWlmmM
Potato Chips
This will be one of the most visually appealing maps when completed and will have about thirty minutes of gameplay. I've replaced the download of the elevator with one of the working puzzles to be included in the map.
playground 1.5
co-op map made to be run in cheats. please enjoy information in the instructions and the vmf. hs been included, contact info at bottom of instructions, tell your friends! oh and sorry for crappy look im focusing on that right before i release. oh and I guess the included vmf. was limited time only cause im removing it.
Coop Extension Boxes
Two Coops maps, Six puzzles, Alpha release. P-body and Atlas are sent down an abandoned hall of the facility.
Currently Untitled
Currently Untitled, a map in the old decaying aperture style, with the following features: * overgrowth! and water! * laser-burning-turret madness. * cubes, a sphere, a funnel, and a light-bridge. * HDR lighting * Relaxation vault for when it all gets a bit much. See here for screenshots: http://steamcommunity.com/id/RufusThorne/screenshots/ I'm looking for some help with optimisation: The map is fully sealed, but suffers some jerkiness. Please take a look at the included VMF and let me know if there's anything I can do in terms of HINT brush placement, etc. Also any things that need changing. Item placement, number of cubes, etc. I'm also looking for fellow mappers to 'dirty up' the environment. Suggestions for fog, particle effects, etc as well as some basic help on these topics would be appreciated. Thank you