Portal 2

Give and Take
Uploaded by rseldon · Jun 06, 2011
13 comments · 5.0 (8)

A small experiment with dual excursion funnels and a few turrets. This is the first complete map I've ever made for Portal 2 -- or any other game, for that matter -- so it's on the short side and I know it could still use quite a bit of polishing. Feedback, good or bad, would be massively appreciated.

Give and Take
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sp_t3
Uploaded by NC22 · Jun 06, 2011
5 comments · 5.0 (8)

cut version for contest without custom assets .

sp_t3
Paint Mess
Uploaded by Macgta · May 17, 2011
15 comments · 5.0 (8)

First map i've done for Portal 2, Focussing heavily on paint, hence the name I would say it is of moderate difficulty. Changelog: 3.0: Fixed various issues i noticed in playthroughs (clipping etc...) Added a few puzzle related "fixes" in. 2.0: Put the files into a VPK for easy install/uninstall. Neither the map nor the models/textures are updated so theoretically you could still play this map with someone who hasn't got the VPK version.

Paint Mess
mp_coop_doors_v_1_03
Uploaded by SnakeTBs · May 16, 2011
8 comments · 5.0 (8)

Simple coop map for the Portal 2

mp_coop_doors_v_1_03
Penrose
Uploaded by Jaxe · May 12, 2011
60 comments · 5.0 (8)

This version is outdated. Download the latest version on the steam workshop: http://steamcommunity.com/sharedfiles/f ... d=68653074 TWP Page: Decay Thanks to everyone who provided feedback and demos for earlier versions. SCREENSHOT #1 SCREENSHOT #2 SCREENSHOT #3 SCREENSHOT #4 SCREENSHOT #5 Changelog: v10b: - Fixed invisible wall in c1 -> c2 transition v10: - Tweaked chamber 4 puzzle - New BTS section in chamber 3. - Redone visuals in chamber 3 - Minor changes to chamber 2 puzzle (slightly harder) - Improved c1 -> c2 and c3 -> c4 transitions - Tweaked lighting and texturing in chamber 1 - Added elevator videos and chamber signs - Added more load points - Optimised performance - Tweaked fog - Many minor fixes & added details v9a: - Added new chamber - Added outro sequence - Improved behind the scenes sections - Removed the old chamber 5 - Switched order of last two chambers - Fixed level changing not working if steam was in offline mode - Misc general improvements & minor fixes v8c: - Fixed invisible walls in c5 - Fixed indicator lights in c5 - Made c5 solution more obvious - Changed some c5 portal surfaces v8b: - Added chamber 5 - Fixed some shortcuts in chamber 4 - Fixed chamber 3 observation room visual glitch v7b: - Added chamber 4 - Added halfway load point - Minor changes to chambers 2 and 3 v6a: - Revised chamber 3, rearranged puzzle and improved visuals - Fixed some physics bugs in c3 - Optimised many parts of the map - Added soundscapes to some parts (incomplete) - Added intro elevator - Added Enter/Exit doors to all chambers - General improvements v5c: - Fixed cubemaps v5b: - Fixed way to skip chamber 3 v5a: - Added chamber 3 (transition is temporary) - Improved c1 to c2 transition - Minor fixes v4d: - Redesigned chamber 1, can now be completed with only single flings. - Added proper chamber 1 to 2 transition. - Fixed a few places in chamber 2 where you could fall under the map / lose items. - Removed some portal surfaces from chamber 2 to prevent unintended solution (There's still multiple ways to do it) - Tweaked HDR - Many minor fixes & tweaks v3i: - Renamed map Penrose - Lots of improvements to chamber 2 - Tweaked puzzle a little - All cubes should now respawn if lost - Water now works properly - Exit gate now works (doesn't go anywhere yet) - Better lighting and visuals - Added two save points to first chamber - Made the first fling easier? (Added new portal surface) v2g: - Added new second chamber (transition between them is temporary) - Changed first puzzle to be slightly harder (flings are still the same) - Added more portable surfaces in first chamber - Monster box now has a purpose in life - Removed unnecessary fizzler in first room. (Should be impossible to destroy/lose cubes in the first room now.) - Lots of minor changes v1: - Initial release

Penrose
SP Hard Light
Uploaded by greykarel · Jun 04, 2012
27 comments · 5.0 (7)

Little map for experienced player. Nothing is imposible. Require to think different and some advanced technics. Version 1.1 - fixed portal_placement_helpers - fixed unintended solution

SP Hard Light
interchangement
Uploaded by toaster · Apr 29, 2012
21 comments · 5.0 (7)

A short map made in the clean style. It consists out of one test that's supposed to be medium difficulty. Edit: Turns out to be hard. Please tell me what you think about it and report bugs/unintended solutions.

interchangement
[SP] Test Map Pack 4
Uploaded by Rand0mNumbers · Apr 13, 2012
15 comments · 5.0 (7)

Here's another set of 7 chambers. These will probably play faster than my other ones. Hints are given where appropriate and the concepts should be pretty straightforward. Additionally, I had some people playtest the maps, so they should be more bugfree than my other maps. Thank you testers! Each chamber will lead to the next. All have elevators, but not all have videos (it didn't seem necessary). An interesting thought was to create small videos showing the intended solution at the end, but that would make the filesize quite a bit larger. Start the sequence with 'map testmap_31_b' This is a zip file with the maps and materials folders. Extract them to wherever you can get Portal 2 to recognize them. Maps: testmap_31_b - Vacuum Flange Corridor testmap_31 - Blown Away testmap_33_c - Touchy testmap_35 - One Way or the Other testmap_36 - Here a second ago testmap_38 - Push and Pull testmap_39 - Don't Look Back Release 1.0.1: Vacuum Flange Corridor: Added game_text instructions for the first flange Push and Pull: Added grates covering the first two portal surfaces to prevent skipping the second blob.

[SP] Test Map Pack 4
Fizzlerstar
Uploaded by Falconerd · Apr 10, 2012
23 comments · 5.0 (7)

After my first map, Atloss, I decided something a bit more simple would be a good idea. This map features three puzzles using my invention the fizzlerstar. I used this guide by lpfreaky90 for my level design. Thanks! Criticism and feedback welcome - encouraged, even. This is Falconer D. We're done here. Difficulty: Easy. No ninja skills required. Screenshots Changelog 2012/04/10 Bug fixes & element changes. No longer requires awkward positioning. No more unused elements. 2012/04/10 Initial release.

Fizzlerstar
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Beamchain
Uploaded by jonatan · Nov 19, 2011
24 comments · 5.0 (7)

A small difficult puzzle for hardcore portal players. Note: As all my maps, this may require rather advanced techniques. v1.1: Removed an alternative solution.

Beamchain