Portal 2
Bumbleball - 'living' test element
This is the newest test element of the Aperture Laboratories after an idea of Moth. This is not just a ball, it's a bumbleball. This means it jumps, bounces and even moves... if you don't watch it! In this pack there are 4 instances: -A normal sphere button specialized for the bumbleballs, not useable with other objects. -the single bumbleball -droppers for bumbleballs, dirty and clean If the bumbleball is outside of the players view it will bounce around every 2. second. It will make a distinctive sound when bouncing so the player can hear it. When on a button, the ball won't bounce, move or whatever. The .PSD file for custom textures is added. You can make up to 16 skins (value 15 in Hammer Editor). If you want to paint it, it will get colored but wont jump or glide. Thats because its a normal prop_physics. Prop_physics_paintable is not recommended because it will get the paint settings, but wont get any visible paint color. To dissolve the ball, for example in water, FireUser4 on it.
[SP] Test Map Pack 3
7 more chambers. Again, I must warn you that these are experimental. I've attempted to give the player direction without resorting to neon signs, but some ideas are a little...odd. Some chambers have autosaves right before you are about to kill yourself. So, if you die, don't panic...much. Each chamber will lead to the next. The last one does not have an elevator, so the transition may be a bit jarring. Start the sequence with 'map testmap_22'. The following is a list of all the maps in the pack with their titles from corresponding YouTube videos: testmap_22 - Up and Down testmap_24 - Align It Yourself testmap_25 - Enough is Enough testmap_26 - Lateral Thinking testmap_27 - Heavy Lifting testmap_28 - Not Another Puzzle testmap_29 - Assuming Control Due to vpks not working right at the time of posting, this is a zip file with the maps and materials folders. Extract them to wherever you can get Portal 2 to recognize them. Note: Align It Yourself will briefly toggle cheats to get sv_allow_mobile_portals working. The Peer Review update (or its subsequent updates) somehow made toggling it without cheats unreliable. The chamber isn't broken without mobile portals, it'll just take a little longer. Please let me know of any bugs you find...except that hard light surface over videos not working right. I don't believe I can do anything about that without sacrificing one or the other. Also, the spheres in 28 may disappear through the floor. Blame Source's physics. Release 1.0.1: Changed the map transition command in 26 from 'changelevel' to 'map' as a fix for visibility issues in 27. Release 1.0.2: Added clip to mobile portal surface in 27 to prevent players from getting stuck behind. Primary attack is automatic fire and secondary is semi-auto in 29. Added broken room to 29 to mirror the target room. It is difficult to see and may be removed/moved/replaced in a future release. All maps set map_wants_save_disable to 0 after 4 seconds have elapsed. This fixes the issue where players were unable to quicksave until they either reloaded the map or changed the variable themselves. Disabled top wall projectors in 26 to make getting to the elevator easier if the player fell. Release 1.0.3: Assuming Control: Added tipped over tube and crushed turret Modified player failure execution to briefly toggle cheats Made falling tube demonstration start earlier and more prominent Added possibility to destroy target without having to neutralize immediate threats Modified firing system activation to briefly toggle cheats Realigned some textures Made windows "less shiny" Align it Yourself: Made panel move around until you look at it to promote more USEful curiosity Enough is Enough: Added clip to prevent prematurely exiting puzzle Added moving portallable panel to prevent players from being stranded Heavy Lifting: Removed upper 2 levels of portallable surfaces above entry door Added location check for buttons Added vphysics clips to prevent button from wedging itself in Changed station 2's i/o to stop unnecessary panel animation changes Changed station 3's i/o to address issues with the exit door
Aperture Science test 1
Map trailer: http://www.youtube.com/watch?v=x6LK8ErikHI
Aperture Experimental Labs
This puzzle-heavy map is set in multiple conjoined rooms to make it appear like the clean facility from Portal only with a lot of the new features and textures (gels, funnels, etc). It's designed to start of relatively simple but get much more challenging as you progress.
sp_dkx_gtc
My small Entry for Contest. Hope you have fun getting the Cubes. Edit(24/06/11): Updated - Fix small Bugs - Fix Exit Elevator - Edit the "how i reach the Exit-Puzzle" so player can be true they solved it correctly - Edit some black Walls in last Chamber - Add Autosave
sp_dreamlike_state
A shortened version (due to time) of a map that is in a wip map pack.
Nine by Four
Just a simple map with lasorz!
only one way out
This is my Summer Mapping Contest entry. It features two rooms with medium difficulty. Hope you enjoy playing.
[sp] Challenge accepted
"I've got a challenge for you after this next test. Not a fake, easy challenge like last time. A real challenge, without impossible moves." Location is the completely restored Aperture Science facility.
Apature Dungon
inspired in part by a certain Legendary series. Use boxes for your keys. theme: Clean mode: SinglePlayer