Portal 2
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
2 Cubes
This is an updated, much clearer version of my first level. Not that great but it was my first try.
[COOP] Faith Bridge
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!
Paradox_Playground_alpha
It looks like crap but I dont care Ill add more and make it look better later and add coop
Level Restylization Pack Chapter 01 Test 01
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!
[WIP]12 Angry Tests - Intro Map
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)
sp_stickycubes
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.
Co-op tube ride sequence
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.
Multiboxing
Wheatly found the lost files of the World of Warcraft Forums. Where he found complains about Multiboxers and developped his own Interpretation of this.