Portal 2 (Work in progress)

Early builds, betas, and in-development Portal 2 map projects.

2mapstar updated
Uploaded by guckzurlinse · Nov 19, 2011
6 comments · (No ratings)

No Thubnail because i want to snap your most liked place in this map This level has a long playing area. There are 4 chambers with different smart ideas. This level has an ending, but i still want to make this map perfectly. I think this map is nearly competed, but want to know from you what i have to fix, what is wrong and what is good. changes - more autosaves created - the lasers in the long path deleted, but i put turrets... - nearly every chamber was changed a little to play in my itention - fizzler textures maked clearlier - beam and lightwall now playing after enabled whereever you are .sry sound of faithplates joggling the map. i don?t use them. even the paints joggle my gaming a little. or i need to sleep ^^ i have delete some lights in the walls and reduce the lights in all chambers sry guys i had to sleep, realy. i have spend more days in a row for this level without sleeping and now its time. Until you help me to wake up and continue fixing this map ^^ urr...pleas somebody make a walkthrough again. that is the best way i can see what is to do.thx and enjoy.

2mapstar updated
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Pokemon Parody Project
Uploaded by beecake · Nov 19, 2011
21 comments · 2.5 (2)

So i am making a pokemon parody here in portal 2! Made so far: Grass 2 Different Monsters to battle 1 Room for Monster battles Fog To do: More battles Different Rooms Boss battle Obtain portalgun via boss battle Making enviroment look better Make house for player More coming soon... I hope... ...I don't want to abandon the project... Please Comment

Pokemon Parody Project
My first level <!-- s:D --><img src=&#034;{SMILIES_PATH}/icon_biggrin.gif&#034; alt=&#034;:D&#034; title=&#034;Very Happy&#034; /><!-- s:D -->
Uploaded by Moleyz · Nov 19, 2011
6 comments · 5.0 (1)

Just my first, Extremely simple and some epic scripting. The second large room is the end. TODO LIST: 1: Change the file-name 2: Finish the map 3: Sort out the lighting 4: Sort out the door positioning and extra exploit check 5: Need feedback from community UPDATE: Second chamber almost finished, I have done lifts before but do not know about level transitions. Will read about it on Valve Dev Community - Will upload update when level finished UPDATE 1.5: Uploading it anyway. UPDATE 2: Second chamber done otherwise same as before

My first level &lt;!-- s:D --&gt;&lt;img src=&amp;#034;{SMILIES_PATH}/icon_biggrin.gif&amp;#034; alt=&amp;#034;:D&amp;#034; title=&amp;#034;Very Happy&amp;#034; /&gt;&lt;!-- s:D --&gt;
Save the cube from the evil turrets!
Uploaded by reeseboy1234 · Nov 19, 2011
1 comments · 0.0 (1)

WARNING! If you die, you have to exit out of the game and come back in. The elevator has a few problems but I hope I can fix it. Also at the end, once in the exit elevator, you have to exit out of the map yourself. Have fun and save the cube!

Save the cube from the evil turrets!
sp_laser_funnel_beta
Uploaded by Blackrat · Nov 18, 2011
9 comments · 5.0 (2)

Install in Steam>steamapps>common>portal2>portal2_dlc1>maps (If this doesn't work, try common>portal2>portal2>maps) Version 0.3 Update: Removed unintended solution to laser puzzle. Added more detail in some areas. Version 0.2 Update: Removed box-throwing bug (may still be possible, but much more difficult.) Removed 2 more bugs Some questions I would like to ask: 1) On a scale of 1 to 5, how hard were the puzzles? (1 being stupidly easy, 5 being insanely hard.) 2) Did you have any trouble figuring out where you were supposed to go? 3) Were there any bugs or graphical glitches? Any frame jumping? 4 )Were you able to solve the puzzles in a way that you feel was not intended? (ex.Being able to jump to an area that you could have flung to.) Thanks for your time, and thank you for playing!

sp_laser_funnel_beta
lateravilla.
Uploaded by guckzurlinse · Nov 18, 2011
13 comments · (No ratings)

I need some info. This level is a new version of my second map, but it?s not finished, yet. Description: -there are 4 chambers with different difficulties. -i used the tractor beam, mostly -You got cubes from each of this chambers. -There is a laser relay romm ( Control and finish room ) it is nearly in the center of the chambers -i have use trigger_mutiple to disable all ther chamber funtions, even they enabled in the control room for reducing joggle. My questions: 1 Are any lights too dark or bright. 2 Is the map or puzzle complex 3 How can i put touchable furnitures in the map. 4 are there texture mistakes 5. Is the game stopping, freezing or jogling 6 do you mean, i need to put in more overlays to help 7 i need a walkthrough from someonelse please accept my enlish ^^ i understand german language if you can speak in german please give a review in fact the highness and look, because i want to make a vila with pool, rooms, furniture etc

lateravilla.
[WIP]Advanced Chamber Mappack v1.1
Uploaded by 262LetsPlay · Nov 17, 2011
8 comments · 5.0 (4)

The Portal 2 Challenges are too easy? Here comes the first map of my Advanced Mappack for Portal 2. The Level Signs will be fixed, when all maps are released. Have fun! v1.1 -Fixed Transition Bug, by adding the script to the download, you should spawn in the elevator now. -Made it harder to get the cubes in Room 2 -Added security cameras.

[WIP]Advanced Chamber Mappack v1.1
4 Room
Uploaded by GLaDOS CUBE · Nov 14, 2011
4 comments · 0.0 (2)

To install add to "steamapps/common/portal 2/portal2/maps" folder To start in singleplayer type "map 4room" into the console. This is the 4Room, Made by GLADOSCUBE!(this map is not finish't and will not be finish't)

4 Room
Paradox_Playground_alpha
Uploaded by algorythm44 · Nov 14, 2011
2 comments · (No ratings)

It looks like crap but I dont care Ill add more and make it look better later and add coop

Paradox_Playground_alpha
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[SP] Test Map Pack 3
Uploaded by Rand0mNumbers · Nov 13, 2011
35 comments · 5.0 (7)

7 more chambers. Again, I must warn you that these are experimental. I've attempted to give the player direction without resorting to neon signs, but some ideas are a little...odd. Some chambers have autosaves right before you are about to kill yourself. So, if you die, don't panic...much. Each chamber will lead to the next. The last one does not have an elevator, so the transition may be a bit jarring. Start the sequence with 'map testmap_22'. The following is a list of all the maps in the pack with their titles from corresponding YouTube videos: testmap_22 - Up and Down testmap_24 - Align It Yourself testmap_25 - Enough is Enough testmap_26 - Lateral Thinking testmap_27 - Heavy Lifting testmap_28 - Not Another Puzzle testmap_29 - Assuming Control Due to vpks not working right at the time of posting, this is a zip file with the maps and materials folders. Extract them to wherever you can get Portal 2 to recognize them. Note: Align It Yourself will briefly toggle cheats to get sv_allow_mobile_portals working. The Peer Review update (or its subsequent updates) somehow made toggling it without cheats unreliable. The chamber isn't broken without mobile portals, it'll just take a little longer. Please let me know of any bugs you find...except that hard light surface over videos not working right. I don't believe I can do anything about that without sacrificing one or the other. Also, the spheres in 28 may disappear through the floor. Blame Source's physics. Release 1.0.1: Changed the map transition command in 26 from 'changelevel' to 'map' as a fix for visibility issues in 27. Release 1.0.2: Added clip to mobile portal surface in 27 to prevent players from getting stuck behind. Primary attack is automatic fire and secondary is semi-auto in 29. Added broken room to 29 to mirror the target room. It is difficult to see and may be removed/moved/replaced in a future release. All maps set map_wants_save_disable to 0 after 4 seconds have elapsed. This fixes the issue where players were unable to quicksave until they either reloaded the map or changed the variable themselves. Disabled top wall projectors in 26 to make getting to the elevator easier if the player fell. Release 1.0.3: Assuming Control: Added tipped over tube and crushed turret Modified player failure execution to briefly toggle cheats Made falling tube demonstration start earlier and more prominent Added possibility to destroy target without having to neutralize immediate threats Modified firing system activation to briefly toggle cheats Realigned some textures Made windows "less shiny" Align it Yourself: Made panel move around until you look at it to promote more USEful curiosity Enough is Enough: Added clip to prevent prematurely exiting puzzle Added moving portallable panel to prevent players from being stranded Heavy Lifting: Removed upper 2 levels of portallable surfaces above entry door Added location check for buttons Added vphysics clips to prevent button from wedging itself in Changed station 2's i/o to stop unnecessary panel animation changes Changed station 3's i/o to address issues with the exit door

[SP] Test Map Pack 3