Portal 2

Psychosomnium - Updated
Uploaded by Yoshermon · Jun 17, 2011
42 comments · 2.5 (18)

Inspired by the Indie game of the same name by Cactus and Every Day the Same Dream by Molleindustria, this map tells the story of an Aperture Science employee who gets trapped in his own dream. Instead of puzzles, this map focuses more on exploration and finding different ways to go than the path laid out in front of you.

Psychosomnium - Updated
Advertisement
Registered users don’t see ads! Register now!
Destroyed Chamber
Uploaded by Pitkakorvaa · Jun 16, 2011
15 comments · 5.0 (25)

Second 'destroyed' chamber, kind of easy-medium and length is, well, short. Comment, what you liked and disliked. Aand rate it ofcourse ! Ps. And again, if the startup elevator wont work, restart the map. Updates Added 'signs' to help navigating what does what. Added mist over toxic slime.

Destroyed Chamber
Gauntlet Beta + Race Mode Kit (includes VMFs)
Uploaded by IanB · Jun 16, 2011
10 comments · 5.0 (13)

Youtube video here: http://www.youtube.com/watch?v=ZP_Mbo7QBp8 June 23, 2011 - UPDATE: The kit now includes a VMF of a fully-assembled "Best out of 3" game map. Just put in the puzzles yourself! Couldn't be simpler! Welcome to the competitive testing initiative! A non-co-op map for use in co-op mode! Sometimes called a "Versus" or "Gauntlet" mode, this is a method of play where the first player to complete the map wins! This map contains the early (very early) Beta version of mp_coop_gauntlet with only one puzzle (the final version aims to feature 5 puzzles when it is finished) More importantly, though this also includes a do-it-yourself kit for the Race game mode! Complete with VMFs, sounds, textures, instances, etc... Speed Runners Get Ready To Show Off Your Stuff! To Each other! In real time!

Gauntlet Beta + Race Mode Kit (includes VMFs)
Working Title: GelPuzles; areas 1 and 2 (screenshots within!)
Uploaded by CrazyGuy · Jun 16, 2011
5 comments · 5.0 (1)

Here's two maps that are ideas I had been playing around with in my head for ages. These Wheatley styled chambers use gel and lightbridges in new, never before seen ways (at least not seen in any of the valve maps.) These are two separate maps (that are spatially relative to one another) I just haven't joined them yet. And remember this is WIP so I haven't finished the detailing or connecting all the tubes yet. I guarentee though that these two areas are 100% soveable (AREA 2: The final solution to the area is to hit the target seen outside in the back. My intention is to place either a THIRD TEST AREA there or a path straight to the elevator. I consider these (at least the first one) to be fairly advanced difficulty, so keep trying there IS a solution, and once you find it the actual execution shouldn't be too hard (I used plenty of placement helpers) I'd like to talk about my thought processes for starting these maps, but it will contain spoilers, so it will be all black blocky. area 1: [spoiler]In the co-op lightbrige part, I noticed my co-op partners would do this thing where they kept repeatedly shooting lightbridges at a wall, slightly higher each time, so that they climbed straight up the wall. I thought i'd do a map where you are forced to do that to gain height. Also, playin the game I noticed that if a lightbridge is hitting a ceiling, then you can fire a portal at any angle and cause the bridge to "rotate" as it comes out the other end. So I thought i'd have the player use that same lightbridge at various different angles, which leads to the next thought: In the final valve Co-op campaign, I saw that you can paint lightbidges with gel, and they used it on a vertical bridge and had the second player shoot the gel at it. I wanted to try and incorporate this into an SP map, but the main problem is the paint has to be directly over or shooting out at a lightbridge, so im not sure how elegantly I executed that part.[/spoiler] As for the upper area, I wanted to re-use that same blue gel from the lower area to solve the upper area. I was originally going to have a big truss fall over and break the tube and have the blue gel spray out from the corner but.. I COULD NOT FOR THE LIFE OF ME FIND ANY OF THE BROKEN VACUUM TUBE MODELS!!!#!@#!@#$ Com on, Valve, what the hell?? I know you have em, you used them in the finale area, so where the hell are they in the browser?? Seriously if they ARE there then why the hell aren't they under "tube" or "broken" or "glass" even? But I digress That whole problem led me to the solution I used. I hope it looks good and works OK for you because maybe one time out of 10 when I tested the sequence, some of the broken panels fall onto the spot where you need to portal. I think I fixed this by putting a break trigger over the spot, but it is kinda sudden and unexplained when one of the fallen peices breaks for no reason =/ area 2: This whole area was based on the eraser gel (water) and how LITTLE it was used in Valve maps and even custom maps i've played. And even then, the water flow was ONLY there as a bad thing, used to "block" players from painting area. I thought I'd change all that. [spoiler]Basically I approached this problem backwards. I thought "In portal 2, how many possible ways could there be for the presence of paint, at any given location, to be a BAD thing for the player?" (because in most of the other puzzles involving paint, you can basically paint everywhere and be OK) [/spoilers] I think I have exhausted the possibilities here, basically, two ways with the blue paint and one way with the orange I know I put them together in kind of close quarters (originally was going to have a separate area for each of the "reasons") but I thought I'd make it all more compact and put all of the [spoiler]"bad" paint spots[/spoiler] in one chamber. And I could NOT think of ANY way [spoiler]white (portal) paint being ANYWHERE could EVER be bad (like, the fact that there is white gel on a surface as opposed to it being clean somehow prevents you from solving the puzzle).[/spoiler] anyways enough talk here's some screenshots Finally, if anyone has read this far, I have a few questions: One: Do you think this is too hard? Two: Too dark? need more light? Three: Does the turning pipe sequence look and sound and WORK ok? Four: Do the puzzles seem too mashed together, and does the top half of the first map seem too tacked on? cause I knew I needed to do SOMETHING up there but when it came to doing the actual puzzle I don't think I really did anything particularly new. five: Do you consider the "bridge climbing" mentioned above to be a portalling glitch? Like, forcing the player to lightbridge climb would get your submission rejected from the contest? Cause even if it didn't work the way i've seen players do it (and I can do it) it could still be done by jumping first. and FINALLY: Do you think this set needs a 3'rd area or do you think these first two are enough. Or let me put it this way, would a 3rd test chamber, after solving those first two, be TOO MUCH?)

Working Title: GelPuzles; areas 1 and 2 (screenshots within!)
Logaritm v2.4 FINAL
Uploaded by Mplayer · Jun 16, 2011
21 comments · 2.8 (16)

This is my first map I realease after 2 failures. Hope you enjoy it. It contains : Aerial Faith Plate Excursion Funnel Hard Light Surface Sorry for my bad english.

Logaritm v2.4 FINAL
A bit of a Maze V 1.1
Uploaded by Robl · Jun 15, 2011
4 comments · 1.4 (11)

this is a re release of my first map with some lighting and other stuff added, my main goal was to improve the look (if only a bit) along with one velocity based puzzle the original is here if you'd like to see the difference A bit of a Maze please I'll take any feedback you may have and most of all enjoy!

A bit of a Maze V 1.1
Three Rooms v2
Uploaded by PieGuy950 · Jun 15, 2011
28 comments · 5.0 (24)

My first puzzle for Portal 2. Yes, I know. Three rooms is a retarded name.I couldn't think of anything Naming puzzles isn't that easy. But i'm open for ideas. UPDATE: Added video for entry and exit elevators Fixed a couple walkaround problems Lightboard now works

Three Rooms v2
Capture the Cube 2
Uploaded by MasterLagger · Jun 15, 2011
34 comments · 5.0 (5)

This is not a puzzle! This is the 2nd Capture the Cube map! It has more traps included and more turrets also. New stuff in this map: Bigger Rooms - No second floor this time, but the rooms are larger. Trap Control and Observation Room - A special room which controls Lasers, Hard Light Walls, Excursion Funnels and a Room Cleaner that can emancipate all turrets on the ground. Turret Maker - Spawn 8 turrets instead of 5. Turret Disposal - Special Grid for vaporizing turrets one at a time. Secret Trap - It's a secret trap, also hidden secretly, but not impossible to find. You'll know if your opponent has activated it. I want to thank Djinndrache, The Irate Pirate, mguniverse, and RageCompeX for their feedback and ideas. I hope this map will be a lot better that the first one.

Capture the Cube 2
sp_reddit
Uploaded by pieceoftoast · Jun 14, 2011
13 comments · 4.2 (13)

reddit themed map for all the redditors out there.

sp_reddit
Advertisement
Registered users don’t see ads! Register now!
Dot-to-Dot
Uploaded by DKGuarneri · Jun 13, 2011
17 comments · 4.8 (28)

My second chamber.

Dot-to-Dot