Portal 2

Portal 2 Beta styled vac tubes.
Uploaded by tile · Jan 05, 2013
4 comments · (No ratings)

These are hexed vactube alternate models that have the un-textured frames, much like they did in the april 2010 game informer and valve's original meet wheatley trailer for portal 2. You may use these in any map that you want to look more like p2's beta, but please give me (tile) credit in your map (and let me know you made a map with my stuff in it, too, because i love seeing my work put to good use!)

Portal 2 Beta styled vac tubes.
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Hub Mission Beta - [WIP] - [Coop]
Uploaded by coolion32 · Jul 12, 2012
6 comments · 5.0 (1)

Hub Mission Open Beta ### Hub Mission is a great mission and equipped with many special effects co-op map where you have to think together. You will first spawn in a sort of maze, then are you in a huge factory of apeture science. And from then on it is, come on! Hub's mission is still in beta until now, the factory was worked out and the spawn. But as yet there is no real test, so we have opened the Open Beta. Help us find bugs, so we can resolve this quickly and it finally comes to the test! A changelog can be found in the readme in the download, it would be necessary if you let us come back plenty of comments. Have fun!

Hub Mission Beta - [WIP] - [Coop]
Paradox_Playground_alpha
Uploaded by algorythm44 · Nov 14, 2011
2 comments · (No ratings)

It looks like crap but I dont care Ill add more and make it look better later and add coop

Paradox_Playground_alpha
[COOP] Faith Bridge
Uploaded by Random · Jul 15, 2011
3 comments · (No ratings)

I started with the goal of making a short, self-contained but complex map. I ended up with this. Probably in the medium difficulty range. Contains faith plates, light-bridge, buttons, panels, and cooperation! It doesn't require any difficult maneuvers, just good old logic and coordinating together. As this is my first released project, any and all constructive criticism and comments will be appreciated. As such, it is still a work in progress. I still need to work on better lighting and details, and I can add some angle helpers if they are needed. Let me know if my texture choices are too unorthodox (or if they just look bad) and I will change them. Thanks for playing!

[COOP] Faith Bridge
Level Restylization Pack Chapter 01 Test 01
Uploaded by SandvichBlock · Jul 11, 2012
4 comments · 0.0 (3)

The first level of the Portal 2 level restylization pack!! The Level Restyleization Pack will include all portal 2 levels done in a different theme for instance, this level has gone from dilapitated to clean!

Level Restylization Pack Chapter 01 Test 01
Portal in Space map pack WIP
Uploaded by GLaDOS CUBE · Dec 13, 2011
3 comments · 2.5 (4)

V_2

Portal in Space map pack WIP
sp_stickycubes
Uploaded by Jimo · Mar 27, 2012
8 comments · 5.0 (3)

This is a short puzzle designed as my first map in the Source engine. I did a lot of experimenting with this and the learning process has been incredibly fun. Stickycubes utilizes gel and excursion funnels, it is also mapped around the "clean" theme as described by the Portal 2 mapping wiki. All feedback is welcome. SCREENSHOTS: http://www.jimo.co.uk/maps/portal2/sp_s ... bes001.jpg http://www.jimo.co.uk/maps/portal2/sp_s ... bes002.jpg http://www.jimo.co.uk/maps/portal2/sp_s ... bes003.jpg KNOWN BUGS: - The sign says "00". I am going to wait for the VPK system to be fixed so I can implement this properly. - Sometimes one of the cubes can get stuck in the spawner if the excursion beam is right underneath it. CHANGELOG: Version 1.1: Added indicator lights for the gel. Version 1.2: Corrected turret placements to prevent them from getting stuck.

sp_stickycubes
[WIP]12 Angry Tests - Intro Map
Uploaded by CaretCaret · Mar 17, 2012
20 comments · 5.0 (2)

I decided that it was time for an intro map to the 12 Angry Tests map pack. Its kind of a non-puzzle map.(cause we cant have it be 13 angry tests)

[WIP]12 Angry Tests - Intro Map
Co-op tube ride sequence
Uploaded by Mr. P. Kiwi · Oct 12, 2011
1 comments · (No ratings)

This is an instance that when triggered causes a sequence in which Blue, Orange or both go flying through a set of vents, like the one that leads to and from the 'DLC room' in the hub. To activate it you need a trigger_playerteam that will tell the instance what sequence to start (Blue/Orange; Long/Short) and to enable/disable the trigger_teleports. You should also place two trigger_teleports - one for Orange and one for Blue. these should be enabled when the corresponding bot arrives and disabled when he leave's the trigger_playerteam brush. There are four alternate remote destinations for these brushes: @orange_tuberide_long_teleport_trigger @orange_tuberide_short_teleport_trigger @blue_tuberide_long_teleport_trigger @blue_tuberide_short_teleport_trigger You can also have up to four point_teleport entities, from these the player will re-appear in the map after the sequence: @orange_tuberide_long_teleport_trigger2 @orange_tuberide_short_teleport_trigger2 @blue_tuberide_long_teleport_trigger2 @blue_tuberide_short_teleport_trigger2 YOU MUST NAME THESE ENTITIES APPROPRIATELY, otherwise the instance won't work properly. Hope you'll make the best out of it, I'm sure I will.

Co-op tube ride sequence
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Multiboxing
Uploaded by Domathan · Jul 16, 2011
3 comments · 1.7 (3)

Wheatly found the lost files of the World of Warcraft Forums. Where he found complains about Multiboxers and developped his own Interpretation of this.

Multiboxing