Portal 2 (Work in progress)
Early builds, betas, and in-development Portal 2 map projects.
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
futurekillsreality
One Medium-hard Puzzle. Cool Map-Design. More Puzzles coming soon! 1.04: slightly altered puzzle solution.
LabRat Beta
Updated my map and it has an end. I did a speed run of 2:00 minutes but I estimate it being a 5-10 minute map. I'll add a youtube video later.
My Beta Level
Original name huh? So I realized I posted this wrong a while back and now I'm doing it correctly. I'm pretty happy with the playability of my level, so I figured I'd see if I could get some play testers to give me some thoughts and feed back. I'd love some first play vids and such. The level needs a lot of work as far as textures and lighting goes, and I'm currently working on that, but I wanna know if the puzzles need work or not, so I'm counting on all of you to gimme some feedback!
Super Laser Tester
This is not final version...
CG's Companion Cube Rescue Mission
Deep within an old, overgrown Aperture test chamber are six companion cubes, each trapped behind its own puzzle. Your mission is to rescue these cubes and take them to the SCANNER in the hub and place them in the big round vent. You can scan any item you are able to pick up, but only the companion cubes will advance you. Try scanning each. Non linear rooms, can be solved in any order. NO AUTOSAVES YET!! REMEMBER TO QUICKSAVE BEFORE EACH AREA!! Once you have rescued 5 of the 6 cubes the exit door will open. I currently do not require all 6, I figured if one of them gives you too much trouble you can skip it. Area 6 is sort of optional, I was thinking of adding some more layers to the puzzle with that laser relay (currently unused) to make area 6 super hard, but make it an acheivement to get all 6. However I could just leave it at the sort of medium-low difficulty it is right now, and have it there in case players can't solve any of areas 1 through 5. Feedback appreciated! There is a secret hidden ratman's den in ONE of the test chambers (where there are chairs to scan) See if you can find it! Area 6 is not quite finished, I am going to make it more complicatesd, and yes in this version it is possible to cheat and get the cube by stacking other cubes. NOTE: it IS possible to get stuck inside some of the chambers after you get the companion cube. I cant really find a way around this, all I can say is when you take the companion cube out of its puzzle test chamber, DONT throw it out. Replays greatly appreciated!
Released
This is the first map i have worked on, for portal, that has got near release status. It was designed to see how first time players can handle all of the tools at once. Note that "Released" Is the name of the map, but may not stay this way.
Testmap
My first ever portal(2) map, touched up & finalized, next up, real challenges!
twocubesV2
This is my first map. It's really short and my puzzles are easy. I hope you will enjoy it anyway.
DaMaGepy's P2 map #4 (WIP: 29%)
Hi there. This is the very WIP version of my map (there will be 5 room) of my next 4th Portal 2 singleplayer map, for popular demand, a harder one (compared to my previous ones) This map will have 4+1 test. Since I'm afraid to make hard maps (but there is a big demand from "pros"), I will make it a hub, so if someone got stuck on a puzzle, can just skip it and move to the next room and still have fun. From a central half-outdoor area, you can go 4 different direction and complete the rooms in any order. Each will give you an uniquely shaped indicator piece (the concept that I introduced in my latest #3 map) and using those to fix an indicator that will unlock the final puzzle on the surface. I need some feedback about the difficulty. It's still a WIP, so havent done any detailing or light-finetuning yet, however everything works fine, and the intended solution does not need any ninja skill, hard jumps, cube flipping etc. I have this room (and the other 4) on paper almost since Portal2 launch, but if its too hard, I'll reduce difficulty. Also if you stuck, or finished it and you feel may not solved it the intended way, check out the walkthrough video: SPOILER! Room1: http://www.youtube.com/watch?v=X7WXeAapEqM Room2: http://www.youtube.com/watch?v=C7tMT7_AcWE Also send feedbacks and errors/bugs, but nothing about the texture style or alignment or the rest. As soon I fixed this room and gave its final look, I'll continue working on the rest of the map, and will not post it till fully finished. Updates: - Added "smart" autosaves - A very WIP version of the second room. One portal bug: the redircube becomes ethereal after been near the end of the funnel, dont know why (and only that cube). Destroy it to fix it, the new one will be solid again. - take the door behind your spawnpoint to get back to the first room