Portal 2

first time lucky
Uploaded by staryoshi06 · Apr 26, 2013
1 comments · (No ratings)

this is my first hammer map so it isnt very good. big thanks to benvlodgi for helping out alot. note that i havent figured out how to stop it saying end of playtest or how to fix the elevator videos.

first time lucky
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Impulse Laser Intro
Uploaded by CamBen · Jun 12, 2012
4 comments · (No ratings)

A simple puzzle made to introduce a new testing element, The Impulse Laser. It acts similarly to a laser and a combine ball combined. (hehe, pun intended.) The ball must be activated by the laser. The ball will lose charge over approx. 7 seconds. When it is charged, It can be placed inside a receptacle, and only retrieved from the receptacle using a button or another activator. (My First released map!) The test is not hard, but I feel it is sufficient to explain how it can be used. I will (possibly) be releasing another map containing this element, except much more advanced.

Impulse Laser Intro
GLaDOS_CUBE_New_Testing_Elements_demo
Uploaded by GLaDOS CUBE · Jan 08, 2012
3 comments · 2.5 (2)

This is a Demo of New Testing Elements that will be in my upcoming mod Portal in space New Testing Elements include 1. Anti Cube field 2. Reflection Gel 3. Anti Gravity Rooms

GLaDOS_CUBE_New_Testing_Elements_demo
WIP: cg5_01 "Gel+Bridge=Win"
Uploaded by coolguy5678 · Jul 12, 2011
4 comments · 5.0 (1)

My first map for any Source game. 3 chambers centered on combining two specific puzzle elements (I wonder which two those might be?). Map is pretty WIP; there is almost no detail, although the puzzles are fully functional. I think the last puzzle might be too hard. There are also 4 "pseudo-achievements" which can be found by completing rooms without using certain puzzle elements.

WIP: cg5_01 "Gel+Bridge=Win"
Portal 1-ish door skin
Uploaded by tile · Jan 14, 2014
5 comments · 5.0 (1)

A custom door skin meant to be half way between portal 1 and 2's door designs. Great for portal 2 beta maps. EDIT: now actually works.

Portal 1-ish door skin
sp_confined
Uploaded by wirtzenator · May 30, 2011
1 comments · (No ratings)

Updated, closer to final version of sp_amw... This is a 1 room map, and your job is to get out. Hopefully there are some elements not seen in most other maps. I used vpk, so hopefully the custom script made it in there, otherwise, I'm not sure if the map will be able to be completed.

sp_confined
Cleanup level 003
Uploaded by silic · Dec 30, 2011
8 comments · 5.0 (1)

Basically i wanted a different view than my own on this map, its a taster into the difficulty of the maps im going to be laying out in a series of chambers. If people have ideas, or thoughts into this please do say!

Cleanup level 003
Dynamic_maze_concept
Uploaded by algorythm44 · Dec 22, 2011
4 comments · 5.0 (1)

This is an invivsible maze concept I am working on I will make another map that is far more complicated later

Dynamic_maze_concept
My first level <!-- s:D --><img src=&#034;{SMILIES_PATH}/icon_biggrin.gif&#034; alt=&#034;:D&#034; title=&#034;Very Happy&#034; /><!-- s:D -->
Uploaded by Moleyz · Nov 19, 2011
6 comments · 5.0 (1)

Just my first, Extremely simple and some epic scripting. The second large room is the end. TODO LIST: 1: Change the file-name 2: Finish the map 3: Sort out the lighting 4: Sort out the door positioning and extra exploit check 5: Need feedback from community UPDATE: Second chamber almost finished, I have done lifts before but do not know about level transitions. Will read about it on Valve Dev Community - Will upload update when level finished UPDATE 1.5: Uploading it anyway. UPDATE 2: Second chamber done otherwise same as before

My first level &lt;!-- s:D --&gt;&lt;img src=&amp;#034;{SMILIES_PATH}/icon_biggrin.gif&amp;#034; alt=&amp;#034;:D&amp;#034; title=&amp;#034;Very Happy&amp;#034; /&gt;&lt;!-- s:D --&gt;
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Modern Walkway 128 Caged
Uploaded by tile · Jan 26, 2014
2 comments · (No ratings)

This is the modern aperture version of Skotty's 128 model, as seen here: Underground Walkway 128 Caged Full collisions. The hitbox is rotated 90 degrees the wrong way, but the collisions etc are still good so it shouldnt be a problem. please read the readme, and let me know if there are any major problems with this.

Modern Walkway 128 Caged