Portal 2
Two Chambers
My first map made using PeTI and Hammer. The map is at Medium/Easy diffulcity and includes 2 chambers and 1 main room. Please like our Facebook Page: https://www.facebook.com/Portal2MappingTR01 Please subscribe to our channel: http://www.youtube.com/channel/UChswD8nyQ3cH7THGD3I8A0g Video Walkthrough: http://www.youtube.com/watch?v=tU-O0viV ... e=youtu.be
[SP] Introbackfling
Hello everyone! This is my first map I want to release to the public. For that I need some Feedback as long as I'm working on it. So, here I am. This map does not include special gameplayelements like gels or lasers, but a new environment I want to show. It has three rooms, the last (third) room is the one where I think I have to do much more work. The details aren't finished (except the first room where I'm nearly done) and the coop-robots are just placeholders for some real NPC's I want to put in later. That's all, but I would love it to get records of your first playtroughs (or better videos [youtube]). Greetz, Sprowl
5 Do you like my TARDIS?
NB. Decoration not included Video
Two Broken Chambers
It's my first map mad in Hammer. They are two chambers that are broken, but still functional.
Ion Juggle Pack
A set of five fling based puzzles with an emphasis on execution difficulty. Puzzles feature lots of mid-air portal placement. Difficulty is still being tested.
"Helix" Wall Maneuver-Test Track
Hello all! Helix Wall Jump is a concept element for my upcoming map. Please test it and leave your comments! --Shroudeye
Fizzlerstar
After my first map, Atloss, I decided something a bit more simple would be a good idea. This map features three puzzles using my invention the fizzlerstar. I used this guide by lpfreaky90 for my level design. Thanks! Criticism and feedback welcome - encouraged, even. This is Falconer D. We're done here. Difficulty: Easy. No ninja skills required. Screenshots Changelog 2012/04/10 Bug fixes & element changes. No longer requires awkward positioning. No more unused elements. 2012/04/10 Initial release.
The Portivity Gun (Portals+Gravity)
Thanks to the unholy union of Black Mesa and Aperture Science, the fusion of their most coveted creations has spawned the Portivity Gun. It functions just like both devices in every way. However to toggle the device between modes, one must only tap down on the crouch button. To implement the device into your personal test chamber, simply drop the tool directly where the test participant begins their journey. But if you wish place the tool elsewhere, attach the gun_collision to it's assigned pedastal
Auto mod creator.
Having trouble creating P2 mod? Let this thing do most of the work for you.
Panel Activated by looking, deactivated by looking away.
This is a panel that is activated by the player looking at it. For anyone interested, I thought that this would make a good puzzle element. Here is a demonstration video: http://www.youtube.com/watch?v=Y5tJV7mlDwQ Please note that this is a prefab, not an instance or a file you just copy and paste. If you wish you could make this into an instance but I kept it as a prefab for the movability of the trigger. Prefabs go inside your Portal 2/bin/Prefabs folder. Explanation on how it works (if you can't figure out for yourself): If the player is looking at the panel (onTrigger) it will trigger the open relay. To make sure that the animations are played in order it will disable the open relay and enable the close relay. The opposite for the other relay. Since the trigger_look cannot use the OnTimeout output when it has Triggered I used a timer to disable and re-enable the trigger so then the player can fire the outputs again. If you are to edit this to make the platforms close slower etc. Make sure you make the timer fire longer than the timeout value in the trigger_look. Otherwise the panels will never close. If you need help with anything in the prefab, please don't hesitate to post a reply in the topic.