Portal 2
Trip To Freedom
read the "Readme if you wanna"
Light Beam Platform (from Portal 1)
Just because Portal 2 is a newer game there is no reason to waste old testing elements. A good example besides the Energy Balls (Working Energy Balls + Clean models + Instances) are the Light Beam Platforms. They can be used everywhere because they don't need any fixed points with walls like Portal 2's moving platforms. In this pack you have 5 instances: BeamPlatform_Beam: Here you have a preset env_beam where you have to set the start and endpoint of its beam. BeamPlatform_Corner: Thats the corner for a Light Beam Platform track. BeamPlatform_End: Thats the end platform for a Light Beam Platform track. BeamPlatform_Wall: This is a wall emitter for the Light Beam. For the first two instances the func_instance center is the point where you have to put your path_tracks to. The wall emitter needs to have the path_track on the same layer but of course a bit futher from the wall. BeamPlatform_Platform: Thats the platform itself with some settings. It's moving from MapSpawn on. Make sure to give all instances/parts that belong to the same Light Beam the same fixup name! For multiple platforms per track you have to use of course different ones. This just causes that the toggle won't work. In this pack there are also the missing models and textures for all the parts of the Light Beam Track. I recompiled the corner model and made it to a static prop. Please make sure to use the light_rail_endcap2.mdl and not the light_rail_endcap.mdl. I hexed that model because Valve made some texture tries on the original one in Portal 2's VPKs and it looks unfinished.
Corridor
My first map. It features turrets, tractor beams, gravity puzzles, buttons, and more. Let me know what you think, along with any concerns or tips. Thanks for trying it out!
DaMaGepy's P2 map #4 (WIP: 29%)
Hi there. This is the very WIP version of my map (there will be 5 room) of my next 4th Portal 2 singleplayer map, for popular demand, a harder one (compared to my previous ones) This map will have 4+1 test. Since I'm afraid to make hard maps (but there is a big demand from "pros"), I will make it a hub, so if someone got stuck on a puzzle, can just skip it and move to the next room and still have fun. From a central half-outdoor area, you can go 4 different direction and complete the rooms in any order. Each will give you an uniquely shaped indicator piece (the concept that I introduced in my latest #3 map) and using those to fix an indicator that will unlock the final puzzle on the surface. I need some feedback about the difficulty. It's still a WIP, so havent done any detailing or light-finetuning yet, however everything works fine, and the intended solution does not need any ninja skill, hard jumps, cube flipping etc. I have this room (and the other 4) on paper almost since Portal2 launch, but if its too hard, I'll reduce difficulty. Also if you stuck, or finished it and you feel may not solved it the intended way, check out the walkthrough video: SPOILER! Room1: http://www.youtube.com/watch?v=X7WXeAapEqM Room2: http://www.youtube.com/watch?v=C7tMT7_AcWE Also send feedbacks and errors/bugs, but nothing about the texture style or alignment or the rest. As soon I fixed this room and gave its final look, I'll continue working on the rest of the map, and will not post it till fully finished. Updates: - Added "smart" autosaves - A very WIP version of the second room. One portal bug: the redircube becomes ethereal after been near the end of the funnel, dont know why (and only that cube). Destroy it to fix it, the new one will be solid again. - take the door behind your spawnpoint to get back to the first room
[SP] Devil's Tower
A small difficult puzzle for hardcore portal players. Note: As all my maps, this may require rather advanced techniques. Also note that it is probably not controller friendly. 1.1 Bugfix and small adjustment to remove unwanted solution. 1.2 Added a fizzler. 1.3 Made tube smaller.
Chander Test 1 (White Captivity)
The idea of the first level was born six months ago. I finally finished it. All quickly test ver. 2) slightly changed the second room ver. 2.1) fixed light indicator ver. 3) fixed first and second rooms
Portal Test Chamber 19 Remake
A Remake of the first part of the 19th test chamber from portal 1. It isn't perfect yet, but I think it's good enough to be released now. This is something I've worked on for four days with a lot of good advice from Lpfreaky90.(Working Energy Balls + Clean models from Skotty Thanks man! and can you find the easter egg?)
sp_turret_maze v 1.2
A single-player map with turrets, lasers, and a few faith-plates and excursion funnels with a maze twist! I might add on to this map later or modify the puzzles, but for now, this is what I've got. Version 1.2 update: Fixed the player spawn problem
SP_Real1
My first "actual" map. It does have an objective to it but it's extremely simple - cube-on-button action. Start of something bigger. Also, I included the .vmf and feedback or remixing is appreciated. I also added a bonus.
Enclosure: Chamber 01
My first map for Portal 2. It's kinda tricky. New in 1.1: - New solution instead of the intended old one. - Made the first button slightly harder to achive (oh gosh). - New puzzle element for acquiring weighted cube. - Some details and animations. - Videos on the screens. - Fixed elevators. - Minor fixes. - NO POTATO. - Easter egg.