Portal 2
Cage Fling
RELEASED! Please Download Here Cage Fling
Coop Opposite Linkage
Opposite linkage is a special mode for Portal 2 Cooperation game, in which players' portals are switched, i.e. ATLAS primary portal is connected to P-body's secondary, and vice versa. UPDATE: - changes in map: changed the behavior of the elevator (first laser catcher moves elevator up, when powered) added indicator lights and other details added the button accessible only by using noclip to test portal linkage switching - killing one bot, no longer triggers the delayed death of both, instead portals are destroyed and their linkage are switched to normal and then back to opposite during respawn (in a nutshell: when one of players screws up, all 4 portals are destroyed, but the second bot don't have to die) - switching linkage between normal and opposite will no longer change portal colors Known bugs: - switching linkage to opposite, when one of the bots is dead, screws up the portals linkage - at least three graphical glitches related to P-body's portals, only visible at second player site
Brain Exercise
An easy single player map. Includes Laser, Hardlight, Turrets, and Faith Platform. Have Fun! Please Point out any flaws, bugs, mistakes, "ninja" ways to solve it. Added few updates: bug fixes.
Easy_St
This is my first Portal 2 map. It features Finnals, Lasers, and Light Bridges. It is currently in Beta form, any bug testing would be helpfull.
Islands
A short, open map with hard light and turrets. Current version: 3 (smaller size, adjusted puzzle)
Platform Peril
This map centers around the concept of using a single moving platform throughout the entire level while maneuvering various obstacles along the way. I'm uploading to WIP to see what you guys think of the concept, or would suggest that I make different, or anything else. Very open to criticism. Also, since it's a WIP, you'll notice I haven't done much to make textures pretty or stuff. So far, only first few areas completed. Also I'll change the potato later.
Want You Gone Music and Lyrics
This will play "Want You Gone" (Portal 2 credits) and display the lyrics at the same time. Extract the zip folder and run "Want_You_Gone.bat" to start. See the ReadMe document for more info. Note: This will only work with a Windows computer.
tripwire turret
This is meant as a tutorial on how to create a tripwire that you can see in game, rather than being invisible. This specific map triggers a turret, but it can be used for many different occasions. I hope this is useful to someone.
Gel Dropper instance
Instance of a gel dropper that comes from a standard cube dropper. ============================================== = GEL DROPPER INSTANCE MADE BY CHICKENMOBILE = ============================================== This instance covers every available, working gel in Portal2. It has presets for each gel when you specify the type. Please note: Options are CASE SENSITIVE therefore you will need to type 'Bounce' instead of bounce and 'BigBlob' instead of bigblob etc. Instructions: 1. Place an func_instance inside your map and point towards your gel dropper instance. 2. Name this instance 3. Select your Gel type for $PaintType. Options: 1. Bounce 2. Speed 3. Erase 4. Portal 4. Select if it will spawn as a BigBlob or a constant stream of gel for $BigBlobOrConstant Options: 1. BigBlob 2. Constant 5. If it is 'BigBlob', set $TimeBetweenBigBlobs as a number for time BigBlobs spawn after each other (2 seconds is a good time) Notes: 1. BigBlobs are treated like physics objects which can be catapulted by faith plates and explodes when in contact with other BigBlobs 2. BigBlobs cannot press buttons 6. If you set $DropperInitiallyDisabled to 1, you will need to manually turn the gel spawner on using an output. Create an output from your activator (i.e. a button etc.) and then point it towards your gel spawner, then select from the 'Target Input' drop down menu: 'instance:StartGel;Trigger'. If you want to stop the gel from spawning choose: 'instance:StopGel;Trigger' 7. Profit?!?! P.S. I cbf uploading a thumbnail its nearly 4am. Good day
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.