Portal 2 (Work in progress)
Early builds, betas, and in-development Portal 2 map projects.
Ion Juggle Pack
A set of five fling based puzzles with an emphasis on execution difficulty. Puzzles feature lots of mid-air portal placement. Difficulty is still being tested.
Tower of Hanoi Demo
This is a very small map that I have been working on that is a portal adaptation of the Tower of Hanoi puzzle. (Google it, or better yet http://www.mazeworks.com/hanoi/) It is going to be a room in a larger map and everything is essentially in running order (I hope). There isn't an entrance elevator, or an exit, the goal is just to get all the check marks on the exit wall lit up. Basically I used three different style cubes to represent three different size discs, and instead of pegs holding discs I have cases holding cubes. That, and it's upside down...Hard to explain, easy to see. What I really need help with is making this more user friendly for people who walk into this room and have never heard of the tower of Hanoi or what the rules of it are. For example: One rule is that you cant put a larger disc on top of a smaller disc. Simple, but how do I best illustrate this to portal players? (In the case of my level it would be "You cant put cube B below cube A in the glass case" because it is upside down) I put one of the basic rules of the game on the wall of the room, but I think it borderline kills the "portal feel" of the room, and I don't think I should really write out all the rules of the game. So if I could get some feedback on what would make it easier to figure this particular puzzle out, it would be much appreciated.
CG's Untitled Gel Puzzles BETA
OK here's the functionally complete, put together gelmaps This is a 3 chamber composite of the two WIP maps I submitted earlier (Bridgeclimb and Gelerase) and a third test chamber (working title: anglebounce) Rather than type up a lengthy description that nobody will read i'll just say "here it is!" Full Wheately themed puzzles mainly involving repulsion gel. Diffuculty: hard PLEASE post me notes on this, any problems, and room for improvement, and maybe some help optimizing the large, open areas (yes I used visclusters.) I need feedback before I do submit v1.0 to the released maps section. EDIT: I just realized that, in area 2, there is a button on the floor to the left as you exit the observation room. The button simply turns the light off and on. thats ALL it does. Pelase ignore it as I was using it to test the lights out part of the sequence im making to go between areas 2 and 3
Test Chamber #3141592653589
A WIP map by me, I've been working on this for a few days now. The lighting and textures are not completed, and some triggers have to be reconfigured. I also need to figure out how to make my doors look nicer.
Currently Unnamed - Underground Theme [UPDATED V1.4]
(Updated to Version 1.4) I'm working on the first of a series of gel puzzles that I will eventually include as one package. This is a more progressed version of the first map. I still need to fix an overlay (the one near the first faith plate, if anyone can help with that), but it's almost done! Please give me feedback! P.S. - The textures have a little break in them on the emancipation grills in the larger room in chamber 2. Hopefully someone will know how to fix this if they check out the .vmf P.S.S. - I have also included my instances (Geodome and Custom Faith Plate)
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.
box_over_goo (No real name yet)
This map is my first real attempt at creating a semi-releasable map. I'm still working on it, but this is the majority of the map. The end of the map is if you get a cube on the button in the first room - I actually haven't made an exit yet. Lazy, I know. Known issues: * There is no exit. Not a problem... I'll just make an exit. In the next version. For your test.
Turrets and Monster Boxes
Heres a map im working on, would appreciate any thoughts you could give. set after portal 2, in a neglected wing, this map features turrets and (who would have guessed ) a monster box or two. havent put in a real beginning or end yet, thinking of adding more puzzles after (and before?), when you reach the big exit sign, youve completed it. thanks, Spam Nugget
po2_edit
This is a map I redesigned from a previous po_edit map. Video of the po_edit map: http://www.youtube.com/watch?v=Vdubl_5K9c8
DoubleDuece
A bit of a remake of my previous map Big_Buddy but it's just the first room with new elements and a slightly different solution.