Portal 2
Misplaced Conversion
I thought about it and realized that Conversion Gel and Excursion Funnels were never really used together in the single-player or co-op campaigns. I have taken a stab at fixing that. This is the first map I felt remotely comfortable about uploading in such an early state. It's a work-in-progress for my Summer Mapping Initiative map, so we'll see how it goes. I'd love to hear some constructive criticism; I know the map's not perfect (it's definitely not right now, still very early and cobbled together) but I think it could be a pretty neat little test chamber once it's all said and done. Modified arrival/departure transition vmf courtesy MSleeper, who has been super-helpful with all the scrubby questions I've had so far. v0.5 Update - - LOTS of retexturing/detailing. Texturing - Fairly far along. Getting there, but not perfect yet. Detailing - Making some good headway on this. It's starting to look the part of a Wheatley chamber. Lighting - Mostly natural lighting at this point. Might add some to the bottom region, but not sure. Props - Comin' along. There's some stuff to look at.
A Slice of Science [fix]
A chamber designed to study your knowledge of how well gels may co-operate with portals in a testing environment. This is the final release, most leaks and bugs have been fixed.
sp_heavy_reuse
Single player map of intermediate difficulty. Returning to multiple rooms and lots of object reuse required for puzzle solving. There is more than one way to solve this map, using different numbers of cubes. Standard solution: solved with 3 cubes http://www.youtube.com/watch?v=_Br5-tjsIpk challenge: solved only using the reflector cube http://www.youtube.com/watch?v=EG-gc6aApGk
Variety Coop Tests #1
This map contains three unrelated coop tests, two "clean" style short easy chambers, and one larger slightly harder underground test. This was primarily a personal experiment with different styles, I'm happiest with how the underground style turned out, not so much with the others. Don't be surprised by any visual glitches in the second test, world portals aren't exactly willing to play ball most of the time.
[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
Site E
Site E is the 5th in the ROBOT PRIDE Cooperative Testing Initiative series. It features some medium/easy difficulty puzzles that feature lasers and excursion funnels. UPDATED: Fixed I/O
sp_confined
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.
Harpo Chamber 01
A single player map involving lasers, moving death grids, and moving emancipation grids.
[SP] Edifice
A medium-hard, fairly long map in the destroyed chamber style. Summer Mapping Initiative Entry. Installation instructions included in download.
Testchamber Sodium
This is basically the first Portal 2 map I have made. I started making this when Portal 2's SDK was released and hearing about this contest motivated me to add the finishing touch's and bug fixes. This map is built up of some simple chambers and then harder ones towards the end. I will gladly listen to any feedback. Preview pictures are in the provided file. Changes in 1.1 - Cubes now disolve - Added autosaves - Added a white wall across the bottom of the last chamber - Improved the laser chamber