Portal 2
[Coop] Puffin
In response to macko68. Expected Playtime: ~1 hour.
[SP] sp_tod_Sprunrun
A 3 part testchamber, fairly difficult. Submitted for the 2011 Summer Mapping Initiative Reuploaded for a "Post-competition" release. By Todarac EDIT: I have revised the map for the "post-contest" release. The map I released for the contest felt a tad unpolished, and incomplete. So i've gone back through the map and changed some things around. I consider this the "Official" release. -Removed the .vmf from the zip file (Sorry guys, it was only for the competition). -Overall lighting is much better -The jumping-tower bit in the 1st test chamber now has actual panels that come out of the wall. -You now HAVE to fling on the jumping-tower in the 1st test chamber. -Observation rooms have been added throughout the chamber. -Chamber 2 has been changed the most -The old world portals have been removed, and new ones added along with a new puzzle in chamber 2. (Its still kind of easy) -Chamber 3 is virtually untouched because it is quite perfect. Readme Contents --------------- Map - sp_tod_Sprunrun Author - Todarac Map entry by Todarac submitted for the 2011 Summer Mapping Initiative Hope you guys over there enjoy playing my map as much as I enjoyed making it Helpers- Stinger - Help with Hammer (even when he didn't want to), Ideas, Playtesting, Supportive Brony Cheetoz2112 - Playtesting Featureless - Playtesting Kobooold(idedu) - Playtesting Cowculus - Playtesting (Sucks at making demos) Bernard Augustus - RESIDENT FAGGOT Aperture Lab Rat- Alot of Playtesting, Ideas Iron Tager - Supportive Brony Zastugueen - Wanted to test but didn't have portal 2 Spartacus - Someone to talk to while making map UnamedDuncan - Playtesting Cheers to everyone at ThinkingWithPortals.com and at Valve also, Love the game guys
[Coop] Kyo's Testing Enviroment
This is my second ever publicly released map. The first was a now ancient HL2DM map called undertow_v2. It had a lot of issues but found its way onto at least one server rotation which I was most pleased at. Nothing too complicated here for this coop map but some quick portal placements are required. Any issues or comments please use the contact page on my website at http://www.kyorisu.net. 1.1 Notes Fixed being able to skip first section without using the cube. Fixed jump in third area sometimes failing. (Catapult reports it's altering player trajectory but sometimes sends you into a wall). Minor appearance modifications made to second and third areas. 1.2 Notes Aligned some textures. Replaced some visible nodraw texture. Other misc fixes related to me being an idiot. Nothing players would notice. 1.3 Notes My airlocks replaced by ones made by chickenmobile which match Valve's implementation. Minor texture alignment. Adjusted some info_placement_helpers End instance room will now look for mp_coop_kyo_02.bsp (unreleased). Quit through the menu or force a changelevel through console. Well it should I've only tested on my local machine. Screenshots http://i34.photobucket.com/albums/d142/ ... 010003.jpg http://i34.photobucket.com/albums/d142/ ... 010002.jpg http://i34.photobucket.com/albums/d142/ ... 010001.jpg http://i34.photobucket.com/albums/d142/ ... 010000.jpg
Turret Love
This medium difficulty map is designed to overcome your fobia of turrents. This map will require both players wits and wisdom in addition to teamwork and patience. I wish you good luck and please report any bugs, shortcuts, or broken parts on the forums. This is my first coop map, so go easy on me Update #1 -Major visual changes -Removed 3/4 of the turrets (hopefully that fixes the lagging issues) -fixed the cube spawn problem. Update #2 -Major gameplay changes -Some visual changes -Removed the shortcut where the player could easily get the cube from the room with lot of turrets and paint.
[Coop] Three Companions
Take Atlas, P-Body, and the Companion Cube (come on, s/he is sentient, right?) through two main testchambers (plus additional gameplay) meant to really challenge you both as you rely on timing and various applications of the cube to progress. Just don't leave the cube behind. ~Ashley (doubledispatch) UPDATE: I've fixed the issue with getting stuck in panels and made the area beyond the second chamber an actual (if brief) puzzle of its own. I've also made a few more improvements here and there, including making the second testchamber brighter.
Paint Mess
First map i've done for Portal 2, Focussing heavily on paint, hence the name I would say it is of moderate difficulty. Changelog: 3.0: Fixed various issues i noticed in playthroughs (clipping etc...) Added a few puzzle related "fixes" in. 2.0: Put the files into a VPK for easy install/uninstall. Neither the map nor the models/textures are updated so theoretically you could still play this map with someone who hasn't got the VPK version.
[SP] Laser Funnel
A four in one puzzle using discouragement beams and excursion funnels. Please let me know if you find any bugs or unintended solutions. Updates: v1.01 - A few details added - Neatened up the indicator lights in side room 3 - Removed an unintended solution - The laser in the main room now dose not turn on until needed v1.02 - Auto-save points added - A few minor details and textures altered - Fixed a bug that made it hard to place portals next to emancipation grids (because the model was too close to the portalable surface) - The laser relays in the main room are now below the floor until needed v1.03 - Added red glow round laser fields - Added sound effects for sliding doors/raising platform - Adjusted fizzler textures v1.04 - Fixed bug that turned laser glow on when the laser field was off in side room 3 screenshots: http://dl.dropbox.com/u/30975526/Portal ... 970000.jpg http://dl.dropbox.com/u/30975526/Portal ... 970001.jpg http://dl.dropbox.com/u/30975526/Portal ... 970002.jpg Many thanks to everyone who's given their input so far!
Release: mp_coop_Watson1
This is a difficult map. It might be hard to know what to do at first. Just make sure your looking around the map and finding where to place the portals. This definitely does not look pretty, it's 'CSS looking', but you do think in this map! NOTE: You can also play this and beat this in Single Player. It's hard!!
Hallway
A small map with 2 test chambers . The 2 players are seperated until the end and have to help each other get through their separate rooms.
Discouragement Chamber #9
v4.1 - Visual tweaks. v4 - Tweaked the crusher timer. Moved turret. Added signage. v3 - Made quite a few changes after everyone's comments. Removed a lot of the voice acting. Removed the "monitor". Was sometimes to confusing. Will try to find a better use for this in another map. Faith plate area is done in a completely different way. Not as hard as the fly by and shoot. v2.1 - Forgot to add fizzlers to the water. v2 - I think I've addressed all the issues that everyone have run into. Keep letting me know if you find any more problems.