Portal 2
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.
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
[WIP] Boss fight (Silic Creation)
Ive been playing about over the weekend after looking at the angry tests boss fight. and thinking YES i will create a series just like that with voices etc etc... Well. i wanted to put this boss fight i have created into circulation (its same sort of concept as the angry tests fight however ive put my own twist on it..) THIS IS FAR FAR FROM finished. The voice acting isnt there at the moment. all that is "programmed" in is the music (which sometimes goes out of sync) Give feedback please! it will be appreciated in the long run btw its called boss lasergrid because i was working on the lasergrid part of the fight, and decided to finish of the rest of the features instead and couldnt be bothered to rename my initial name concepts :p lol
Forsaken Chambers
Some of you may remember this map's ancestor, brainbender01, from long ago. Well, it's been awhile and I've come back to this mapmaking thing, so here is the first map in a series I am working on: The Forsaken Chambers. Heed my warning that these puzzles will be HARD, then take solace in the fact that the execution of the solutions will not be hard, (no cube-tossing, strafe-jumping, etc.) just figuring them out will be. Then, go ahead and try this one on for size. Any and all feedback is greatly appreciated! -- v1.1 Update -- See thread for details -- v1.2 Update -- Map #2 is uploaded! Also I recommend replaying map #1 even if you beat v1.1 already. It has received a makeover that explains the scenery in map #2 more transitionally. Extra notes in the thread. -- v1.3 Update -- Bug fixes, mentioned in thread. This will be the last [WIP] submission for this map series: Next installment is going to [SP] baby! --v1.4 Update-- Moved to [SP]: Forsaken Chambers Easter Egg has been added to map 002. More content is now in the works
jump_crapmap2
Like strafe jumping? or TF conc maps? This map requires some serious strafe jumping skills to complete. The puzzles mimic the format of the conc maps of the original Team Fortress game. Rather than struggling to figure out the puzzle you will spend most of your time trying to properly execute the jump. There are 4 puzzles total. The first 2 jumps are probably the hardest, so don't get discouraged. Feel free to noclip past it if you are having trouble. Give me some feedback if you like, love, or hate it!
Kvalheim's Singleplayer: 01
My first real attempt at a Portal 2 map, created in about a day. Not filing as "released" yet, as there are still lighting issues and GLaDOS speech needs to be added. But for the amount of time I put into it, I think it's turning out pretty well, and would love to hear feedback.