Portal 2 (Work in progress)

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

Zhan's Hard Light Bridge chambers
Uploaded by Zhan · May 22, 2011
12 comments · 5.0 (6)

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

Zhan's Hard Light Bridge chambers
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Time Travel: Part Two
Uploaded by RJK 616 · May 22, 2011
7 comments · (No ratings)

This is a continuation of my previous map.The first chamber is pretty much done. THE DOOR ON THE LEDGE IS THE END, FOR NOW. refrain from voting until finished if you would plase Rules of timetravel (In this map) 1. Portals do not persist through time 2. Objects can be brought back from the future, when placed in the immediate lit up zone 3. Objects cannot be taken to the future 4. Objects will persist through time, what is there in the past will be there in the future (For now, only in certain places that is goal-related as it's an butthole to code) Any suggestions or input, wel anything at all really is appreciated

Time Travel: Part Two
TestChamber_01_and_02
Uploaded by roel15 · May 22, 2011
2 comments · 2.5 (4)

TestChamber_01_and_02
Hmm
Uploaded by AndyBay · May 22, 2011
3 comments · (No ratings)

The beginning of my first map. I started using Hammer this week, and this is what I got so far. No hard feelings.

Hmm
Engineer
Uploaded by Ruien · May 15, 2011
88 comments · (No ratings)

A map designed to make you think. This is not a series of chambers, but a large interconnected puzzle that requires exploration and problem-solving. It's meant to be solved over time and not intended to be burned through in one sitting. The most important thing to focus on is that the intended solution is not tedious. While the map does have several solutions, some are more tedious than others, and if you find yourself repeating a multiple times to "get it right" (or are becoming frustrated), then most likely it'll be best to take a step back and reconsider the strategy. A walkthrough for version 1.1.1 is available here (best to view if stuck or to compare with your solution): http://www.youtube.com/watch?v=uBUwK4-qfLc Notes: - It is possible to do things that make the puzzle unsolvable. Usually you will realize problem relatively quickly. Autosaves are placed in such a way as to help minimize getting stuck. - Both .bsp and .vmf are included in all versions. Want to see how I made the enable/disable/reverse tractor beam? Go right ahead. Changelog: v. 1.3.2 - Added elevators & pit lasers. v. 1.3.1 - Many cosmetic and convenience additions. v. 1.3.0 - Changed the puzzle a little. Fizzlers now work as normal, fizzling boxes too! Added about 2 or 3 additional non-trivial solutions. Added some lighting. Added some small changes to increase intuitiveness. Cleaned up many extraneous entities. Lots of small bug fixes. v. 1.2.1 - Added textures to make it prettier. v. 1.2.0 - Reduced need to resolve elements. Fixed solutions broken in 1.1.2. Added autosaves. Added additional non-trivial solutions. v. 1.1.2 - Pits now kill the player. Added lighting to make traps more obvious. Finished all indicators. v. 1.1.1 - Aesthetic changes to increase map intuitiveness. v. 1.1.0 - Fixed several exploits. Fixed ending room. v. 1.0.0 - Initial release.

Engineer
Co-op: Gel Escape
Uploaded by boom.headshot · May 14, 2011
11 comments · (No ratings)

My first ever portal 2 map, it's a short co-op map set in the destroyed aperture science testing area. It's still a work in progress and some textures might not be aligned right, and some light might be iffy, but I have tried to not make it look like crap, so I hope it's alright. I think the puzzle is about medium difficulty, hopefully it won't be too hard, or too easy. I would really like feedback about the map, as it will help me become a better mapper. v 2.0 changes A new puzzle added to increase difficulty and length Screenshots: http://steamcommunity.com/id/sniperHead ... 800891170/? http://steamcommunity.com/id/sniperHead ... 800892348/? http://steamcommunity.com/id/sniperHead ... 800891821/? v 2.0 http://steamcommunity.com/id/sniperHead ... tab=public

Co-op: Gel Escape
Penrose
Uploaded by Jaxe · May 12, 2011
60 comments · 5.0 (8)

This version is outdated. Download the latest version on the steam workshop: http://steamcommunity.com/sharedfiles/f ... d=68653074 TWP Page: Decay Thanks to everyone who provided feedback and demos for earlier versions. SCREENSHOT #1 SCREENSHOT #2 SCREENSHOT #3 SCREENSHOT #4 SCREENSHOT #5 Changelog: v10b: - Fixed invisible wall in c1 -> c2 transition v10: - Tweaked chamber 4 puzzle - New BTS section in chamber 3. - Redone visuals in chamber 3 - Minor changes to chamber 2 puzzle (slightly harder) - Improved c1 -> c2 and c3 -> c4 transitions - Tweaked lighting and texturing in chamber 1 - Added elevator videos and chamber signs - Added more load points - Optimised performance - Tweaked fog - Many minor fixes & added details v9a: - Added new chamber - Added outro sequence - Improved behind the scenes sections - Removed the old chamber 5 - Switched order of last two chambers - Fixed level changing not working if steam was in offline mode - Misc general improvements & minor fixes v8c: - Fixed invisible walls in c5 - Fixed indicator lights in c5 - Made c5 solution more obvious - Changed some c5 portal surfaces v8b: - Added chamber 5 - Fixed some shortcuts in chamber 4 - Fixed chamber 3 observation room visual glitch v7b: - Added chamber 4 - Added halfway load point - Minor changes to chambers 2 and 3 v6a: - Revised chamber 3, rearranged puzzle and improved visuals - Fixed some physics bugs in c3 - Optimised many parts of the map - Added soundscapes to some parts (incomplete) - Added intro elevator - Added Enter/Exit doors to all chambers - General improvements v5c: - Fixed cubemaps v5b: - Fixed way to skip chamber 3 v5a: - Added chamber 3 (transition is temporary) - Improved c1 to c2 transition - Minor fixes v4d: - Redesigned chamber 1, can now be completed with only single flings. - Added proper chamber 1 to 2 transition. - Fixed a few places in chamber 2 where you could fall under the map / lose items. - Removed some portal surfaces from chamber 2 to prevent unintended solution (There's still multiple ways to do it) - Tweaked HDR - Many minor fixes & tweaks v3i: - Renamed map Penrose - Lots of improvements to chamber 2 - Tweaked puzzle a little - All cubes should now respawn if lost - Water now works properly - Exit gate now works (doesn't go anywhere yet) - Better lighting and visuals - Added two save points to first chamber - Made the first fling easier? (Added new portal surface) v2g: - Added new second chamber (transition between them is temporary) - Changed first puzzle to be slightly harder (flings are still the same) - Added more portable surfaces in first chamber - Monster box now has a purpose in life - Removed unnecessary fizzler in first room. (Should be impossible to destroy/lose cubes in the first room now.) - Lots of minor changes v1: - Initial release

Penrose
ap_chamber1
Uploaded by appunxintator · May 11, 2011
3 comments · 5.0 (1)

My first portal 2 map. 2 puzzles: -first involves world portals and flinging -second involves a cube and a faith plate This is just for testing some of the new features and to see what the differences are from portal 1 mapping. To update: -Lighting needs to be improved everywhere, a lot. -refining texture placement -first puzzle is cramped, so i'll increase the size.

ap_chamber1
futurekillsreality
Uploaded by mcdaniels · May 09, 2011
16 comments · 5.0 (6)

One Medium-hard Puzzle. Cool Map-Design. More Puzzles coming soon! 1.04: slightly altered puzzle solution.

futurekillsreality
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[Portal 2 ] Kl Test Map 1/4 [SP]
Uploaded by klaus234 · May 08, 2011
8 comments · 5.0 (1)

This is my first Portal 2 map. It's basic and small. Nothing hard, I guess... (this have laser and wall projector) This is a beta realease. (any glitches please let me know) Probably I will do a coop map soon, if this is possible. Note: If you do something difficult, you may bring a surprise. // Version 2.0 (minimal changes) - Some texture correction (not all, i'm a newbie mapper xD) - Testing vine's prop_static in a room of the map. - Delete the "irreal" way to solve the final part of the puzzle.

[Portal 2 ] Kl Test Map 1/4 [SP]