Portal 2

DaMaGepy's P2 map #4 (WIP: 29%)
Uploaded by DaMaGepy · Feb 05, 2012
27 comments · 5.0 (4)

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

DaMaGepy's P2 map #4  (WIP: 29%)
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The Part Where Everything Goes to Hell Boss 1 V2
Uploaded by MasterLagger · Aug 24, 2011
18 comments · 0.0 (1)

This is a updated boss battle. I added a few more steps to beat the boss as well as adding a few more extra things to it. The bomb room is now accessible and is part of the boss battle.

The Part Where Everything Goes to Hell Boss 1 V2
Testchamber 14 Remake
Uploaded by KKiONI · May 03, 2012
16 comments · 3.8 (4)

A level inspired by the level originally in Portal 1, but with a new twist! Additional Screenshots: Hallway Cube Room Laser Room

Testchamber 14 Remake
Underground Walkway 128 Caged
Uploaded by Skotty · Jan 25, 2012
1 comments · 5.0 (2)

This is a caged walkway used for underground areas with a length of 128 units. You can use it for different purposes. It has full physics. Additional there is a end-model to close its open end if necessary. Requested by Moth.

Underground Walkway 128 Caged
Underground Timer
Uploaded by ChickenMobile · Aug 26, 2011
13 comments · 5.0 (3)

This is an instance of a robust underground timer. This timer can count up or down from 1 - 99 seconds. underground_timer_counter.vmf The $UnEvent_Relay parameter is the event that is fired when the timer has stopped counting. This event should be triggered in one of the clock instances. This instance is used for both buttons, however the buttons will determine whether it counts up, or down. underground_timer_but_countdown.vmf $time_units is the number of seconds of the unit column $time_tens is the value of the tens column (This is the only way I could figure this out for the countdown timer without adding some sort of script.) The $Event_Relay parameter is the event that is fired when the timer has started counting. This event should be untriggered in the clock instance. Please note: I have added entities that will work out the number of seconds the counter needs to count down from $time_units and $time_tens, hence the large amount of logic_cases underground_timer_but_countup.vmf The $Event_Relay parameter in the 'Timer instance' is the event that is fired when the timer has started counting. This event should be untriggered in the clock instance. The $time parameter should be set to how many seconds it should count up to Known Bugs: Putting both 0 and 0 for the left and right number icons will cause a rip in space, however this shouldn't happen as you wouldn't want a 0 - timed counter How to place in your map: Create a func_instance and change the vmf path to "underground_timer_counter.vmf" Name this instance Create another func_instance and then change the path to one of the button paths (either underground_timer_but_countup.vmf or underground_timer_but_countdown.vmf depending if you want it to count up or down) Set the button's fixup name value to the same of the counter instance If you are using the countup instance, put a number value for the replace value $time to how many seconds you want the counter to count up to If you are using the countdown instance, put the individual values with each a 1 digit number which will represent your double digit number. e.g. "$time_tens 1" and "$time_units 5" will make the timer count down from 15 Using the $Event_Relay replace value in your button, make it point towards a logic_relay which will trigger the event when the counter starts. This must include the name of the prefix PLUS the name of your relay otherwise it will not work. e.g. clock_1-TRIGGERNAME (This is the name of your relay outside the instance) Using the $UnEvent_Relay replace value in your counter instance, make it point towards a logic_relay which will un-trigger the event when the counter stops. Same as the button's relay this MUST INCLUDE the prefix fixupname as well as the name of your relay. e.g. clock_1-UNTRIGGERNAME (This is the name of your relay outside the instance) Enjoy the use of an underground timer... WOOOT If you are having trouble... Please do not hesitate to ask for any help either through a PM to myself or by posting a comment inside the instance thread.

Underground Timer
Departure Elevator with Debris
Uploaded by Tmast98 · Oct 13, 2013
7 comments · 5.0 (2)

This is a departure turbine elevator with several options: The ability to toggle junk to fall down the elevator tube before the elevator arrives. The ability to trigger the lights in the bottom of the elevator tube to flicker on and off as seen in some official maps. The ability to toggle the PTI vote screen. The ability to toggle the game to go to the main menu. If you use this instance I would appreciate you crediting me for the use of it .

Departure Elevator with Debris
My Playground
Uploaded by nicboyman · Jul 16, 2011
16 comments · 0.0 (1)

This is my first map made in hammer. i'm still editing and stuff, so enjoy what i have also give me suggestions and (CONSTRUCTIVE) feedback/criticism. thanx EDIT: reuploaded as a zip file.

My Playground
Co-op Aperture Space Exploration Program Tutorial
Uploaded by MasterLagger · Sep 21, 2011
3 comments · 3.0 (5)

This isn't so much a puzzle. More like a map to practice moon jumping after acquiring a portal gun. After accessing the Moon Room, you have 3 minutes until the ship reaches the moon's atmosphere and must return to the front of the ship to clear the room. You don't have to be in the Moon Room for time to pass by, you can watch the moon slowly get closer to the ship if you want. Remember, this is just a tutorial. Edit: What the heck? Someone rates this without downloading the map?

Co-op Aperture Space Exploration Program Tutorial
Sp_Laser_Test
Uploaded by mysteryman141 · Feb 08, 2012
10 comments · 0.0 (7)

This a short profesonal map I made. Very small, Very easy. All Finished Added lots of stuf and fixed stuff too!

Sp_Laser_Test
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[SP WIP] PORTAL 2 : After Math
Uploaded by chimera201 · Nov 27, 2011
24 comments · 5.0 (6)

Hi, This is going to be my very first game map. I have never made any game maps or anything related to 3D before. Most of you must have played the Peer Review DLC by now. I wanted to release this map before the DLC but I really didn't have time. Well better late than never. The map consists of 2 short and 1 medium length chambers. My map is very less detailed , about 1/10th detail of the maps made by pros here. There is a readme file included for setup instructions. Suggestions, criticisms, trapped areas, not intended solutions , and all other feedback are welcome. I may not have time to fix every minor issue but do specify if you found any(may help me in the future). Also this is the first time I am uploading something online for the public. So I need to know some answers fast even if you like my map or not. 1. Did I upload it right? 2. Does my map run? 3. Do the custom music and material work? Haven't worked on optimizations and will not unless really necessary. Known issues: 1. I am using instances/gameplay/animated_pushout_128.vmf instance provided by Valve. The problem is that when you portal and go through it you see some 'grid lines' on the panel. 2. Skybox cuts a little. 3. portal gun pedestal 'close floor' are black. Well I hope this turns out to be a great map for you all. Steam ID:chimera201 And sorry for my bad english if any. EDIT: Aftermath v0.9 update 1. Fixed bright lighting 2. Fixed exploits in puzzle 2 & 3 Bug: Wheatley says 'alright get moving' if you reach puzzle 1 fast enough

[SP WIP] PORTAL 2 : After Math