Portal 2
[sp] YinYang_theLAGmaster
This is my entry map for the Summer Mapping contest and also my very first Portal map. I hope it will provide some challenge. (yes its spelled yin yang swift ty)
Android hell
A map with lot of turrets and more thinking than portal shooting Update 1# added map andriod 3 play update 2# combined android hell and andriod3 in to one map end button take's you back to start up screen Thing to do put more detail in to android hell like text ect fix any bugs add more chambers get a thumbnail add lights MAKE BETTER!!! Feedback if you have any feedback plz post it i want to know what you like about if it too easy too hard ect
fixed Rocket Turret
Maybe you missed the Portal 1 rocket turrets, discovered them in your game but saw "Oh, they are bugged!". In this pack, there are the models, materials and sounds you need for the rocket turret. 2 instances are delivered for using it in Hammer. The missing sounds are just hearable if you put them in a VPK file in your addons folder. How to create a VPK: https://developer.valvesoftware.com/wik ... rtal_2_Map The $MissileSpeed has a default of 450. If you keep ??? it will use this speed. Never rotate the instance! Always keep it's angles 0 0 0! Make sure ALWAYS to place ONE "rocket_turret_missile.vmf" in the CENTER (coordinate 0 0 0) in your map! Extra missiles are needed because the original NPC fires missiles with a speed of 0 (thats the bug they have). Make sure to release the materials, models and sounds together with your map!
TunaFish
My entry for the Summer Mapping Initiative, and also my first released map. It's fairly short, and not very difficult. I tried to be creative with a little "animating"... hopefully its not buggy. Leave me some helpful feedback if you can. Thanks! Update#1: Added a Readme file Update#2: Changed the following: -made the final portalable wall more obvious (I hope, but please let me know if it isn't, and give me some suggestions) -added fizzlers between the "rooms" -removed the "evil trapdoor of death" -added info_placement_helpers to a couple places -added a underground soundscape -added an explosion effect to the gantry crash animation part Update #3 Changed the following: -added music throughout the level -fixed a few ways to skip over the first room -made the turrets deadly...hate me if you want -added an autosave right before the turrets, see above -added more signs to the turret room to make it EVEN EASIER to figure out Update #4 -fixed some overlays I jacked up with update #3... This will be the final update unless someone finds some substantial bugs or glitches. If you do just let me know and I can fix it.
Portals Through Time (Part 1) - Intro
Portals Through Time is a single-player series of puzzles built for Portal 2 and created in the Hammer engine over the course of 12 weeks. Players embody the main character, Chell, as she solves puzzles in test chambers created by the antagonist, GLaDOS. This series of chambers features the new mechanic of relative time travel. Players can go though a time machine entrance and exit out in another time and area of the chambers. The player starts in the present time period, where the chambers have fallen into decay and are overgrown with foliage. They must solve the test chamber by using mechanics still functioning in the past and bring them into the present.
Seems Familiar (Update 2)
A basic map with 4 puzzles that look fairly similar, first 3 aren't that hard, but "apparently" the last one is hard
Time 2 Cooperate - Part 3
Hey guys, I proudly present you the third part of "Time 2 Cooperate" - series: ** Gameplay:* * - In contrast to casual maps you can now actually choose your testing subchamber and with that also the difficulty. - There are three different and independent subchambers with a set of subquests and own difficulty rating. - This map has everything in stock between a little warming up till pain for the brain. - After solving a selected subchamber you can reach the exit only with a cube. - Of course there is a secret room, too. Can you find it and reveal what is inside there? - Important! After solving a choosen subchamber: If you forget or destroy your given cube you cannot go to the exit. --> In the map lobby you will find a specified message. **** Difficulty (logic | execution):* **** beginner: 5/10 | 6/10 advanced: 7/10 | 7/10 professional: 9/10 | 12/10 (I'm serious! ^^) ** Steam Version: * ** - If you want to play the map in Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=376068873 ** Time duration: ** - It depends on the choosen subchamber: Between 20 minutes and 120 minutes *** Unimplemented Stuff *** advanced: - some areas should have a different gravity professional: - replacing double portals for every player with a single portal, which are linked together, such that the difficulty takes much higher than now. ** Known Bugs:* ** There are some bugs, that I have not been able to fix yet: advanced: - (last quest) It could be possible to get to the exit without completely solving that quest. Reason: unknown professional: - This subchamber is using linked_portal_doors. To avoid to get a red coloured text error (recursive level blah blah blah) if more than four portals are opened I tried to manage it by closing the specified portal doors. Maybe caused by a bad internet connection or asynchronous connection it could be possible that a logic_relay might not be fired. In that case you could see more than one chamber. --> By adding a time delay of three seconds it should be fixed. - If you pick up a cube and go to another chamber by a linked_portal_door, it could be possible that the cube will glitch out of the map. I do not know if either this is a bug which can be easily fixed or a system bug by the engine. - (end) logic_relay "drop_ball_prof" will not be fired by a math_counter. Moved orders to math_counter "ctr_exitQ". secret room: - To avoid performance issuses "glados_song" will not be played. If you find other bugs, please report it. * Bug Fixes: * ***** - A player found a bug: If you place a portal in the map lobby and go to the professional-room you also can place a portal there and return to the map lobby. I added an invisible trigger_portal_cleanser to fix that. ___ Finally, I hope you enjoy the map and have a lot of fun. >=D
Stockpile
three chambers, every chamber is about lasers. You don't need reflexes or any aiming skills at all. Just common sense, and laser thinking skills. The three chambers are in order of easiest to toughest, but i'm not sure what level of difficulty these tests are. Please tell me about any bugs you find while testing, but most of all enjoy! Credits to Msleeper for the elevator entities. 1.1 Fixed misaligned textures. Added music to catchers. Added better fog. Fixed another solution to the first puzzle. Known bugs: Weird lightning inside elevators End game text, which i somehow couldn't remove 1.2 fixed weird elevator lightning fixed another solution to the third chamber added more details to one observation room 1.3 fixed yet another solution to the third chamber (and possibly the 2 others)
BubbleNut Zero
Bubblenut rotates, letting you walk on the walls and ceiling as you complete it.
Cuberz - the second chamber
This is the second map from the CuberZ series. Here, your main tools are the cubes. Do NOT underestimate them! A harder version is also included. Have fun and send feedback! http://www.kephost.com/images4/2012/2/1 ... 33ppz0.jpg