Portal 2 (Work in progress)

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

DARKCHAMBER
Uploaded by Darkylight · Aug 21, 2011
1 comments · (No ratings)

I'm making a Map called Darkchamber where 5 gigachambers are together and you need to use the things of one in other and viceversa. So, Now I have only the initial spawn and the first full room. Good luck, any bug, tip or help will be welcome. Screenshots: http://puu.sh/4CvF http://puu.sh/4CvG http://puu.sh/4CvH

DARKCHAMBER
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Shootout
Uploaded by Nezzy · Aug 18, 2011
5 comments · 5.0 (3)

I'm working on a Wheatley map with 3-4 chambers, and I just want this first one to go through a playability test. Please mention ANY comments/suggestions/concerns that might help improve the map. I want this good and ready when it's released.

Shootout
emanci-lasers
Uploaded by blendmaster345 · Aug 14, 2011
8 comments · (No ratings)

lasers + cube + sphere + grills = cake

emanci-lasers
Prometheus
Uploaded by quantumdylan · Aug 08, 2011
7 comments · 2.5 (2)

This is the first map in a series that I will finish after the Gravitygunville mapping contest. I wanted to feature the Tartaros theme for the underground, and I also wanted a good intro to mapping, so I did both! Plus, there is a significant story underlying all of this, so await with anticipation the final release!

Prometheus
[WIP] Abandoned
Uploaded by PieGuy950 · Aug 07, 2011
4 comments · (No ratings)

Thought I'd go for something different. I'm open for any ideas of what I could add/remove/change. This WILL mold into a puzzle somehow. I wanted to go for a Paranoia-style puzzle map. Nothing too scary, just something to make you thing someone/someTHING is behind you...

[WIP] Abandoned
Super Fling
Uploaded by lee1davis1 · Sep 08, 2011
22 comments · 5.0 (1)

Version 1.2 now available Sept 24, 2011 SUPER FLING Read me file A Portal 2 custom map Name: Super Fling Version: 1.2 Author: LeeDavis Created: Sept 8, 2011 Difficulty: 5/5 ----------------------------------------------------------- Description: This map is for advanced Fling players. Created to challange your "twitch" ability and quick reflexes. The map starts simple and moves toward more advanced fling manuevers. Every section has a secret included in it. Can you find all 4. There is no intended solution. Solve it as you are able. Each room has many solutions. Installation: Copy or move the "Super Fling.vpk" to your "Portal2/Portal2/Addons" folder. If folder does not exist, create it. Start Portal 2 and open consule (`). Go to options and enabled "Developer consule" if you haven't already. Type "map superflingv1_2" (without quotes " "). Enjoy! ----------------------------------------------------------- Changelog: v1.0 No changes V1.1 Added Temporary ending Added LOD Edited Portal Bumpers Edited Gel Dropper v1.2 Made some secrets easier to find and some harder to find. Added Secret Helper Arrows to show location of secrets. (located at map exit) Added Homemade Arrival and Departure Elevators Added Testchamber Indicator sign and other LOD. Added Game Difficulty Toggle: Normal/Hard(NO PORTAL BUMPERS) ----------------------------------------------------------- Credit: Creater/Editor: LeeDavis Design ideas and testing: Christian Grammentz End message: CH3II Testers: Thomars.dm CH3ll Tyronis3 Skerik Djinndrache KennKong Special Thanks to all those that helped edit this map from beginning to end. Your constant play-testing helped make this map what it is now. Special thanks to: Steam Wiki http://developer.valvesoftware.com/wiki ... vel_Design Solarchronus YouTube.com "Portal 2 hammer Tutorials"

Super Fling
[COOP] (WIP) Bridge Over Toxic Water
Uploaded by jamesf141 · Sep 05, 2011
5 comments · 0.0 (1)

I'm having a few difficulties progressing with this map, so, really, this upload is also a cry for help. Firstly, I wanted to add a second area to the map, like most of the coop maps in game, but I can't find a instance for those half-way checkpoint rooms; or even a way to set a new spawn point. How do you go about doing this? As it is, this upload of the map does not have the second area at all, as I don't want to frustrate players if they die in the second half, with no access to it. What do you think? I still need to detail the tiles, but since this is now at a playable stage I decided to upload it to the WIP section. Thanks in advance for any feedback; it's greatly appreciated.

[COOP] (WIP) Bridge Over Toxic Water
[BETA 4] A very Aperture adventure
Uploaded by Moth · Sep 04, 2011
24 comments · 3.3 (3)

I loved the bts exploration of Portal2, and I wanted to re-imagine and expand upon the 1970s sections, so here's what I've been working on for the last six months: Screenshots here (dated September 04): http://steamcommunity.com/id/RufusThorne/screenshots/ Map 3 in a series, featuring (soon) a daring escape from the test track, some great open exploration of my idea of a 1970s themed bts area. This is more an aesthetic excercise than a playable map with puzzles, but it has an entrance and an exit all the same. Hopefully I will find a way to incorporate some puzzles in the next beta. Please take time to explore (nearly ALL DOORS will open!!) and you'll know when you get to the exit, because the door closes behind you (it's up top) There's a current issue with missing brushes depending on look-angle (fog_controller issue I'm still sorting out) and some areas are overly bright or overly dark. Again, I'm working on this. Once again, please check the screenshots, explore the map, and I'm eagerly awaiting your comments in the discussion thread. *** NEW IN BETA 4 FIXED: Missing reception floor area (thanks tehkasl) FIXED: Replaced some trigger_once doors with trigger_multiple Removed some vitrified doors, replaced with better ones. Large amounts of detail work, reworking of some areas Very large area has been made larger (!) Visibility optimisation Tweaked fog controller *** NEW IN BETA 3 FIXED: Non-Solid railings Tweaked fog controller some more Completely new start area Fire! and moving things! Liberally added Areaportals and HINT brushes *** NEW IN BETA 2 FIXED: Dissappearing wall bug Tweaked fog controller (still needs more tweaking)

[BETA 4] A very Aperture adventure
CG's Companion Cube Rescue Mission
Uploaded by CrazyGuy · Aug 31, 2011
25 comments · 5.0 (5)

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!

CG's Companion Cube Rescue Mission
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Excursion Funnels
Uploaded by commando66 · Aug 07, 2011
2 comments · (No ratings)

a W.I.P by r3v3rt

Excursion Funnels