Portal 2
Rebound
Small two-room puzzle, though I may expand on it in the future. Puzzles are mostly of the cerebral kind, with only a tiny amount of fast portalwork required. Shouldn't be too challenging for experienced players; my first map so didn't want to make it too complex! Can be completed in around 3 minutes if the player knows what to do. Hope you enjoy it! v1.1 - Thanks to John11 for pointing out numerous flaws. Major changes in this version: - Floor in initial room no longer accepts portals (except for under the gel dropper) - Cubes no longer automatically respawn after getting fizzled - New route to fizzler shutdown button - Laser grid added on wall opposite lightbridge - a couple of portal surfaces added/moved to rework puzzles and accommodate changes
Petrified
A smaal map with a custom testing element. I'm having trouble with the spawn point.
Cage Fling
RELEASED! Please Download Here Cage Fling
Out Of Reach
This is my second attempt map making. It is a medium difficulty map with lasers, cubes and funnels. I hope you enjoy the map and please report any bugs you encounter! Map updated! Again! - Removed the shortcut - Some visual updates
Reversion
This map is now in the released section.
Islands
A short, open map with hard light and turrets. Current version: 3 (smaller size, adjusted puzzle)
Capture the Cube
This is NOT a puzzle. (Update: I made a mistake on txt document. Don't type "map mp_coop_ctc" while in the coop hub, type "changelevel mp_coop_ctc" instead.) This is a Portal 2 themed Capture the Flag. If your are "strictly" a puzzle player, then don't download this map. If you like trying something different for a change then go head and download this. This is an experiment that I hope will be successful. Please give me feedback about this! I don't mind criticism, in fact I welcome it. However, I don't want to hear "this map sucks, this ideas sucks, etc." because it's not worth my time. If you have an issue with the map, be mature about it, be specific and tell me about it. There is a txt document that explains the rules and running the map so I'll just mention a few: Make sure your character is on their side of the map. Hide your cube, make turrets to defend your cube. Make sure your friend is finished hiding his cube. First one to throw their rival's cube in the Emancipation Grid wins. Stuff in the Map: Box Droppers to replace cubes when vaporized Button triggered Turret Maker Button triggered Turret Disposer (A Special Emancipation Grid) Notice about Buttons: Only operates with the correct character. The Robots can only activate stuff that is on their side of the map. Hate to repeat myself but really do look at the txt document Have Fun!
A Simple Test
This is a really simple map which I made mostly to test out the clean style, clipping walls, and Brainstone's Elevators. If you want to see Brainstone's Elevators: community-releases/elevator-videos-fixed-brainstones-hardcoded-instances-t6705.html
Forbidden Tests
These three tests were forbidden by Aperture's supervisors because the testing elements they included were too lethal. And yes, another way of testing is now possible. Warning: The map, first of mine, is far from release. Some bugs are to be fixed, some things are to be changed, some new tests are to be added. Plus, you'll need Unused Signage, fixed paint_speed sign and Working Energy Balls + Clean models + Instances for correct display of icons and energy balls. Screenshots: http://imageshack.us/photo/my-images/23 ... ests2.jpg/ http://imageshack.us/photo/my-images/8/ ... 0005c.jpg/ Version 0.9: Another way added. Many bugs fixed. Version 0.8: Fixed some bugs; indicator panels and signs added. Version 0.7: Fixed bugs; indicator panels added in the 3rd room.