Portal 2
Engineer
A map designed to make you think. This is not a series of chambers, but a large interconnected puzzle that requires exploration and problem-solving. It's meant to be solved over time and not intended to be burned through in one sitting. The most important thing to focus on is that the intended solution is not tedious. While the map does have several solutions, some are more tedious than others, and if you find yourself repeating a multiple times to "get it right" (or are becoming frustrated), then most likely it'll be best to take a step back and reconsider the strategy. A walkthrough for version 1.1.1 is available here (best to view if stuck or to compare with your solution): http://www.youtube.com/watch?v=uBUwK4-qfLc Notes: - It is possible to do things that make the puzzle unsolvable. Usually you will realize problem relatively quickly. Autosaves are placed in such a way as to help minimize getting stuck. - Both .bsp and .vmf are included in all versions. Want to see how I made the enable/disable/reverse tractor beam? Go right ahead. Changelog: v. 1.3.2 - Added elevators & pit lasers. v. 1.3.1 - Many cosmetic and convenience additions. v. 1.3.0 - Changed the puzzle a little. Fizzlers now work as normal, fizzling boxes too! Added about 2 or 3 additional non-trivial solutions. Added some lighting. Added some small changes to increase intuitiveness. Cleaned up many extraneous entities. Lots of small bug fixes. v. 1.2.1 - Added textures to make it prettier. v. 1.2.0 - Reduced need to resolve elements. Fixed solutions broken in 1.1.2. Added autosaves. Added additional non-trivial solutions. v. 1.1.2 - Pits now kill the player. Added lighting to make traps more obvious. Finished all indicators. v. 1.1.1 - Aesthetic changes to increase map intuitiveness. v. 1.1.0 - Fixed several exploits. Fixed ending room. v. 1.0.0 - Initial release.
Linked Portal Door Example
First successful use of linked_portal_door.
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!!
Gel Chamber
My first map for that game, it's not that hard. It's the kind of puzzle you can find in the game. ==V1.1.1== Fixed some shortcut
Lost chamber
A WIP testing the ability to bounce off of Hard Light Bridges. May never reach a finished state.
Co-op: Gel Escape
My first ever portal 2 map, it's a short co-op map set in the destroyed aperture science testing area. It's still a work in progress and some textures might not be aligned right, and some light might be iffy, but I have tried to not make it look like crap, so I hope it's alright. I think the puzzle is about medium difficulty, hopefully it won't be too hard, or too easy. I would really like feedback about the map, as it will help me become a better mapper. v 2.0 changes A new puzzle added to increase difficulty and length Screenshots: http://steamcommunity.com/id/sniperHead ... 800891170/? http://steamcommunity.com/id/sniperHead ... 800892348/? http://steamcommunity.com/id/sniperHead ... 800891821/? v 2.0 http://steamcommunity.com/id/sniperHead ... tab=public
Linked Portal Testing
Right now, it's craziness with linked portal doors. I'm working on making it a co-op test, however. Right now, it works on co-op and single player. ...I'm in SPAAAAAAACE!
Test_03
Now, we don't want you trying your hand at test_03 unless you've completed test_01 and test_02 before hand. And looking at your file here you've... well, the lab boys say it's okay. Give it a shot! What's the worst that could happen? I hear this one has a surprise ending too. Those lab boys don't like surprises, but I don't like their egg shaped heads. Let's show those white-coated nerds what a good surprise can do for a man!
[SP] Old Faithful
This is the second map in a series that began with 'Sphere of Roundness' last week. Version 2.0 of that map is also included in this release, they also transition into each other to make a loop. This time I decided to focus on a single gameplay element for an entire map rather than trying to use every feature available. The map also follows the loose premise of "What if aperture had tested faith plates in the 1950s?" the default faith plate model stands out a little in the underground, so I went for an alternate appearance, see what you think! I have a feeling it is a little easy, but that is mainly down to the overall design, so my next map will aim to be a bit tougher. Sphere of Roundness: I got a huge amount of good feedback for the first map and made a few changes to fix exploits and also clean up the edges a little now that the full SDK has been released. For a full changelog see the readme! Screenshot: http://img339.imageshack.us/img339/6006 ... 400001.jpg
Infinite staircase with a few suprises
Testing out a way to re-use connecting areas in maps to save space. Video