Portal 2
Emancipation
My test for an emancipation grid...
Linked Portal Door Example
First successful use of linked_portal_door.
Gel Chamber
My first map for that game, it's not that hard. It's the kind of puzzle you can find in the game. ==V1.1.1== Fixed some shortcut
Lost chamber
A WIP testing the ability to bounce off of Hard Light Bridges. May never reach a finished state.
FlipCounter Instance (and vmf example)
I made this instance for my map and I managed to make it pretty much user friendly so I decided to share it. So it's basically a flip counter that goes from 0 up to 9(and loops) every time you trigger it. All you need to do is to put it as an instance and name it how you want. Trigger it with anything you want. And also you have a parameter for a starting value. Put any number from 0-9 and that will be the default number when the map spawns. I was having troubles getting the instance to return the value so it can trigger something else so I just figured a way to do that outside the instance with just one math_counter and one logic_case. It's all included in the example vmf. It looks pretty cool, I used panel animation to make the flipping look nicer. Although I wanted to make a real flipcounter where every number is split in half, but that would require twice as many brushes and 10 times a many patience .. it look cool enough Use it however you want, it's my gift to the community. Would be nice to credit me wherever you use it, but I'm not gonna hunt you if you don't
Engineer
A map designed to make you think. This is not a series of chambers, but a large interconnected puzzle that requires exploration and problem-solving. It's meant to be solved over time and not intended to be burned through in one sitting. The most important thing to focus on is that the intended solution is not tedious. While the map does have several solutions, some are more tedious than others, and if you find yourself repeating a multiple times to "get it right" (or are becoming frustrated), then most likely it'll be best to take a step back and reconsider the strategy. A walkthrough for version 1.1.1 is available here (best to view if stuck or to compare with your solution): http://www.youtube.com/watch?v=uBUwK4-qfLc Notes: - It is possible to do things that make the puzzle unsolvable. Usually you will realize problem relatively quickly. Autosaves are placed in such a way as to help minimize getting stuck. - Both .bsp and .vmf are included in all versions. Want to see how I made the enable/disable/reverse tractor beam? Go right ahead. Changelog: v. 1.3.2 - Added elevators & pit lasers. v. 1.3.1 - Many cosmetic and convenience additions. v. 1.3.0 - Changed the puzzle a little. Fizzlers now work as normal, fizzling boxes too! Added about 2 or 3 additional non-trivial solutions. Added some lighting. Added some small changes to increase intuitiveness. Cleaned up many extraneous entities. Lots of small bug fixes. v. 1.2.1 - Added textures to make it prettier. v. 1.2.0 - Reduced need to resolve elements. Fixed solutions broken in 1.1.2. Added autosaves. Added additional non-trivial solutions. v. 1.1.2 - Pits now kill the player. Added lighting to make traps more obvious. Finished all indicators. v. 1.1.1 - Aesthetic changes to increase map intuitiveness. v. 1.1.0 - Fixed several exploits. Fixed ending room. v. 1.0.0 - Initial release.
Co-op: Gel Escape
My first ever portal 2 map, it's a short co-op map set in the destroyed aperture science testing area. It's still a work in progress and some textures might not be aligned right, and some light might be iffy, but I have tried to not make it look like crap, so I hope it's alright. I think the puzzle is about medium difficulty, hopefully it won't be too hard, or too easy. I would really like feedback about the map, as it will help me become a better mapper. v 2.0 changes A new puzzle added to increase difficulty and length Screenshots: http://steamcommunity.com/id/sniperHead ... 800891170/? http://steamcommunity.com/id/sniperHead ... 800892348/? http://steamcommunity.com/id/sniperHead ... 800891821/? v 2.0 http://steamcommunity.com/id/sniperHead ... tab=public
5 Do you like my TARDIS?
NB. Decoration not included Video
panel_vmf_bsp
The panel vmf and bsp as promissed, better late than never.
Coop Spawn and Respawn
I played a bit around with coop spawns and respawns so i'll upload a little testmap file for those who got problems with this. The new spawn will be activated as soon as both players touch the trigger at same time and only when they touch it at same time. I don't know if there is a nicer way than this but at least this way worked for me and a friend. Sorry that the testroom doesnt look nice but it really just was for fast testing and this is now just so people can look into it. Now let's go on make some nice big coop maps