Portal 2

Simple Map
Uploaded by killerzman · Sep 02, 2011
4 comments · 0.0 (1)

Put Portalmapeditor.vpk in addons folder. Put the other files in SAVE. Note: If the addons folder doesn't exist, create one. In the console write, load quick

Simple Map
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Test Map Pack Instances
Uploaded by Rand0mNumbers · Sep 01, 2011
2 comments · (No ratings)

This is a vmf with some of the instances I used to make various levels in my map packs. In it, you'll find how I made the moving button, portal sensitive panels, colored cubes, assembling room, and circuits. There are comments spread throughout the map in info_nulls or the entities themselves (cubes, buttons, etc). You can find the video for this here: http://www.youtube.com/watch?v=_gVYzo6_d8Y

Test Map Pack Instances
[Coop] Course of Knallhart
Uploaded by JonVD · Aug 31, 2011
22 comments · 4.6 (23)

A medium-sized and medium-difficulty coop map that requires a lot of teamwork. It might get frustrating at certain points, but don't worry: it has got checkpoints. The installation instructions are located in the .rar file and are basically the same as for any other map. The map has some custom textures in it that are automatically installed with it. I hope you enjoy the map and any feedback is very welcome, so if you have anything to say about it, just post in on the map's topic. Special thanks to NxSG for letting me use his awesome portal 2 themed music. This map features the track called '5D'. Be sure to check out his channel on youtube if you like it! //Composer & Producer: Alexander Linhart/NxSG //Track: Portal 2 Soundtrack (5D) //YouTube: http://www.youtube.com/user/NxSGMusic ///Changes:/// 1.1: -Some things in the last room now make music 1.2: -Changed a button type to prevent glitching

[Coop] Course of Knallhart
CG's Companion Cube Rescue Mission
Uploaded by CrazyGuy · Aug 31, 2011
25 comments · 5.0 (5)

Deep within an old, overgrown Aperture test chamber are six companion cubes, each trapped behind its own puzzle. Your mission is to rescue these cubes and take them to the SCANNER in the hub and place them in the big round vent. You can scan any item you are able to pick up, but only the companion cubes will advance you. Try scanning each. Non linear rooms, can be solved in any order. NO AUTOSAVES YET!! REMEMBER TO QUICKSAVE BEFORE EACH AREA!! Once you have rescued 5 of the 6 cubes the exit door will open. I currently do not require all 6, I figured if one of them gives you too much trouble you can skip it. Area 6 is sort of optional, I was thinking of adding some more layers to the puzzle with that laser relay (currently unused) to make area 6 super hard, but make it an acheivement to get all 6. However I could just leave it at the sort of medium-low difficulty it is right now, and have it there in case players can't solve any of areas 1 through 5. Feedback appreciated! There is a secret hidden ratman's den in ONE of the test chambers (where there are chairs to scan) See if you can find it! Area 6 is not quite finished, I am going to make it more complicatesd, and yes in this version it is possible to cheat and get the cube by stacking other cubes. NOTE: it IS possible to get stuck inside some of the chambers after you get the companion cube. I cant really find a way around this, all I can say is when you take the companion cube out of its puzzle test chamber, DONT throw it out. Replays greatly appreciated!

CG's Companion Cube Rescue Mission
Moon Map
Uploaded by Frost · Aug 30, 2011
18 comments · 1.2 (12)

Moon map created by Goblin072

Moon Map
Discophoran
Uploaded by Harpo_53 · Aug 28, 2011
17 comments · 4.2 (13)

? Discophoran: to be jelly-fish like. What does this have to do with my map? Absolutely nothing.

Discophoran
Workaround
Uploaded by Jane_Doe · Aug 27, 2011
41 comments · 4.8 (21)

A map in the Destroyed style, and consequently involving malfunctioning/overgrown/broken elements. Not everything in this map works toward the solution, even though it may have been part of the original chamber Anyway, a chance for me to work on lighting, scenery and sound as much as anything. All intelligible comments are very welcome Revision R1b: Thanks already to folk pointing out an exploit in the last area - since fixed @ 16:00 GMT 28/08 Also a potential trap alluded to by xdiesp in the unlit area opened by the first box-button - fixed @ 12:15 GMT 29/08 Revision R1c: Altered the second chamber to negate the obvious (Once Portal2Two had shown it) easy way to deal with the turrets there - talk about blinded by your own routine! - fixed 18:00 GMT 31/08

Workaround
sp_portal_raider
Uploaded by Haggis · Aug 27, 2011
24 comments · 4.2 (6)

My firts attempt at Portal 2 mapping, its a 1 level Portal 2 map. Hopefully i have made a challenging map which you are not going to find to easy. It has speed and bounce gel, faithplate , light bridge and other elements. Hope you enjoy, and will wait nervously for your review, thanks.

sp_portal_raider
Laser Web
Uploaded by dhavalmistry · Aug 27, 2011
11 comments · 3.8 (16)

This map is all about lasers (and other stuff ofcourse). Dont worry its nothing as crazy as my other maps. Infact, this map is a bit on easier side.It doesnt have tons of turrets, no crazy flinging nor does it have gigarooms (ok maybe one). But players will have fun playing this map and it is also designed to make you feel smarter. HDR Enabled As always, report any bugs or shortcuts on the forum. I would also like to see a video of the playthrough. Update#1 - Changed laser grill to emancipation grill - Some bug fixes - Added an indicator telling the player where to start. Enjoy!

Laser Web
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Underground Timer
Uploaded by ChickenMobile · Aug 26, 2011
13 comments · 5.0 (3)

This is an instance of a robust underground timer. This timer can count up or down from 1 - 99 seconds. underground_timer_counter.vmf The $UnEvent_Relay parameter is the event that is fired when the timer has stopped counting. This event should be triggered in one of the clock instances. This instance is used for both buttons, however the buttons will determine whether it counts up, or down. underground_timer_but_countdown.vmf $time_units is the number of seconds of the unit column $time_tens is the value of the tens column (This is the only way I could figure this out for the countdown timer without adding some sort of script.) The $Event_Relay parameter is the event that is fired when the timer has started counting. This event should be untriggered in the clock instance. Please note: I have added entities that will work out the number of seconds the counter needs to count down from $time_units and $time_tens, hence the large amount of logic_cases underground_timer_but_countup.vmf The $Event_Relay parameter in the 'Timer instance' is the event that is fired when the timer has started counting. This event should be untriggered in the clock instance. The $time parameter should be set to how many seconds it should count up to Known Bugs: Putting both 0 and 0 for the left and right number icons will cause a rip in space, however this shouldn't happen as you wouldn't want a 0 - timed counter How to place in your map: Create a func_instance and change the vmf path to "underground_timer_counter.vmf" Name this instance Create another func_instance and then change the path to one of the button paths (either underground_timer_but_countup.vmf or underground_timer_but_countdown.vmf depending if you want it to count up or down) Set the button's fixup name value to the same of the counter instance If you are using the countup instance, put a number value for the replace value $time to how many seconds you want the counter to count up to If you are using the countdown instance, put the individual values with each a 1 digit number which will represent your double digit number. e.g. "$time_tens 1" and "$time_units 5" will make the timer count down from 15 Using the $Event_Relay replace value in your button, make it point towards a logic_relay which will trigger the event when the counter starts. This must include the name of the prefix PLUS the name of your relay otherwise it will not work. e.g. clock_1-TRIGGERNAME (This is the name of your relay outside the instance) Using the $UnEvent_Relay replace value in your counter instance, make it point towards a logic_relay which will un-trigger the event when the counter stops. Same as the button's relay this MUST INCLUDE the prefix fixupname as well as the name of your relay. e.g. clock_1-UNTRIGGERNAME (This is the name of your relay outside the instance) Enjoy the use of an underground timer... WOOOT If you are having trouble... Please do not hesitate to ask for any help either through a PM to myself or by posting a comment inside the instance thread.

Underground Timer