Portal 2
Lp's Fizzlers
This pack contains multiple instances for fizzlers. It also includes textures and instances for death fizzlers. They are combined laserfields and fizzlers! The instances should be self-explanatory Have fun with them! NOTE: if you want to use these textures in your map, make sure you include them in your bsp! Fixed in v2: * An issue with the antique fizzler.
Coop Transition Script and Level Choosers
This Transition script and custom level choosers can be used to transition to different maps and courses through a hub map (like Valves). The level choosers can choose from any map in the course and it can display what map you are choosing with a message appearing on the screen. You can have 'infinite' courses inside your script, however both players need the same maps in order for the map to transition to it. If anyone wants to make a coop mass mack-pack (from everyone's coop maps), go ahead. It is definitely possible. Refer to the README.txt included with the download for installation instructions and common problems with fixes. If you have a problem and you cannot find an answer to it: put a post in this thread or PM me so we can get it working. One thing I don't know how to do (yet) is to save a player's progress and make the courses 'unlockable', even if the player has ended the game and then goes back to it (with the same or different partner). If anyone can tell me how to read and write to a file, I would gladly edit this and put this function in. If you are to use my instances/script/materials make sure you credit me within your map download or in your credits! Anyway, enjoy! ChickenMobile EDIT: From a very nice person I found out that there are a few errors with this: - The map doesn't transition without a point_servercommand called @command in your map - I forgot a major script that opens the chooser panel - Updated the Readme file to account for a new problem found - You don't have to use my coop spawner instance (your welcome to use your own) Guaranteed all things are now fixed! EDIT: Sorry guys for uploading the wrong file. Fixed in double time.
twocubesV2
This is my first map. It's really short and my puzzles are easy. I hope you will enjoy it anyway.
DaMaGepy's P2 map #4 (WIP: 29%)
Hi there. This is the very WIP version of my map (there will be 5 room) of my next 4th Portal 2 singleplayer map, for popular demand, a harder one (compared to my previous ones) This map will have 4+1 test. Since I'm afraid to make hard maps (but there is a big demand from "pros"), I will make it a hub, so if someone got stuck on a puzzle, can just skip it and move to the next room and still have fun. From a central half-outdoor area, you can go 4 different direction and complete the rooms in any order. Each will give you an uniquely shaped indicator piece (the concept that I introduced in my latest #3 map) and using those to fix an indicator that will unlock the final puzzle on the surface. I need some feedback about the difficulty. It's still a WIP, so havent done any detailing or light-finetuning yet, however everything works fine, and the intended solution does not need any ninja skill, hard jumps, cube flipping etc. I have this room (and the other 4) on paper almost since Portal2 launch, but if its too hard, I'll reduce difficulty. Also if you stuck, or finished it and you feel may not solved it the intended way, check out the walkthrough video: SPOILER! Room1: http://www.youtube.com/watch?v=X7WXeAapEqM Room2: http://www.youtube.com/watch?v=C7tMT7_AcWE Also send feedbacks and errors/bugs, but nothing about the texture style or alignment or the rest. As soon I fixed this room and gave its final look, I'll continue working on the rest of the map, and will not post it till fully finished. Updates: - Added "smart" autosaves - A very WIP version of the second room. One portal bug: the redircube becomes ethereal after been near the end of the funnel, dont know why (and only that cube). Destroy it to fix it, the new one will be solid again. - take the door behind your spawnpoint to get back to the first room
ws_004_tyronis_v2
Re-worked map from the chain series Withdrawal Symptoms. NOW UPDATED V2 TO REMOVE SOME GLITCHES AND MAKE SLIGHTLY HARDER / EASIER DEPENDANT ON MIND SET. Wanted to attempt to modify the map in order to make tyronis not complete it within 30 seconds each time!!! So here is the official attempt. I will look into making the map harder and harder to complete. where eventually i hope to make it near on impossible unless you are mad and insanely talented at shooting quickly, or doing insane portal flips like this person has proven to be... Best of luck to all who try it. The first jump is a hard one, and careful of the few traps.
[SP] Introbackfling
Hello everyone! This is my first map I want to release to the public. For that I need some Feedback as long as I'm working on it. So, here I am. This map does not include special gameplayelements like gels or lasers, but a new environment I want to show. It has three rooms, the last (third) room is the one where I think I have to do much more work. The details aren't finished (except the first room where I'm nearly done) and the coop-robots are just placeholders for some real NPC's I want to put in later. That's all, but I would love it to get records of your first playtroughs (or better videos [youtube]). Greetz, Sprowl
[SP] 1943
An old Aperture-themed map of medium difficulty. I estimate it will take 10-20 minutes to play. My first release(after a lot of horrible attempts at mapping), any kind of feedback(on the puzzle, difficulty, looks etc) is very much appreciated because I want to have a perfectly finished map when it goes out of WIP and plan on making new maps in the future. pics:
Moth's Useful Instances
Some useful instances I made, that can serve two purposes: * Quickly add nice things to your map * Deconstruct, use bits, make new bits, gain UNDERSTANDING My plan is to expand this as I make more stuff. Each instance has an accompanying screenshot of all 4 Hammer views, so you can see what it looks like without launchiing any tools. Click 'show' below for a full list of contents: [spoiler]*** ApSigns (1 instance) aperture_1970s_gantry ----------------------------------- 1970s style Aperture logo, suspended from solid metal beams, with ambient spotlamps *** Destroyed (2 instances) DestroyedWall ----------------------------------- Off-grid deformed black tiled wall DestroyedWall2 ----------------------------------- Black tiled wall with missing pieces and bts back panels *** Dynamic (2 instances) glass_platform ----------------------------------- template for a telescopic moveable plat. supports players, turrets, cubes, etc Huge_Fan ----------------------------------- complete wall assembly that casts epic shadows. Starts on at map spawn. *** Factory (6 instances) dlc1_RoobotArms ----------------------------------- very small lab section with arms on a shelf, from dlc1 Freight_Boxes ----------------------------------- Motorized railed transport filled with metal containers glass_partition_01 ----------------------------------- A 3x3 detailed glass-panel wall section glass_partition_withDoor ----------------------------------- As above, with a doorway tubular_elevator ----------------------------------- Quick and dirty elevator. Scenery only but easily converted to a func_movelinear turret_storage ----------------------------------- Very tall storage area for turrets, with accompanying machinery. *** Gameplay (2 instances) RampArms_static ----------------------------------- Ramp made from panel arms. Some destroyed or missing. RampArms_static_collision ----------------------------------- Clip brush to exactly fit the above *** Lighting (6 instances) old_wall_light_300 ----------------------------------- underground-style lamp with sitably coloured light entity (300br) trussbox_curvedLights ----------------------------------- many very-wide underground-style floodlights, angled towards a central point underground_array_tower ----------------------------------- Used extensively throughout underground maps underground_array_towerLightArm ----------------------------------- Extra arms for the above underground_array_tower_leaning ----------------------------------- Alternative underground_array_tower with no arms *** Office (8 instances) big_empty_office_1970s ----------------------------------- complete 1970s style office building with one doorway. Just add furniture! chair_and_desk_1980s_XX ----------------------------------- 1980s style desk, chair, desk lamp, telephone, computer - 4 variations lab_furniture_01 ----------------------------------- Block of machines and a whiteboard observation_office ----------------------------------- Small 'control room' with glass windows, houseplant office_cube_3sided ----------------------------------- Template for making custom-sized offices/control rooms *** Spawns (1 instance) PlayerSpawn_in_DropTube ----------------------------------- Player spawn, with full portalgun-- falling intro, with a tube that auto-opens. *** Underground (8 instances) 45_angled_paint_sprayer ----------------------------------- Paint-pipe gusher, angled 45 degrees - as seen in a4_portal_intro map 1940s_reception ----------------------------------- Complete relaxation area in a 1940s style. 1970s_welcome_area ----------------------------------- underground-style elevator reception DuctSystem ----------------------------------- Miscellaneous hanging system of ducts platform_with_legs ----------------------------------- metal scaffolding with chipboard panels precarious_platform ----------------------------------- Hanging underground cube_dropper with suspended platform. underground_WallSection_01 ----------------------------------- Various brushes & models, stuck together to make an interesting underground wall[/spoiler] Feedback is welcome, please rate this and post your comments. I'll post when I update. --------------------------------------- New in r2: --------------------------------------- * Huge Fan that casts epic moving shadows * Tons of bts office stuff * Underground lighting * Factory stuff! File Name: Moth_instances_r2.rar File Size: 6.39?MiB Moth's Useful Instances
[WIP]Advanced Chamber Mappack v1.1
The Portal 2 Challenges are too easy? Here comes the first map of my Advanced Mappack for Portal 2. The Level Signs will be fixed, when all maps are released. Have fun! v1.1 -Fixed Transition Bug, by adding the script to the download, you should spawn in the elevator now. -Made it harder to get the cubes in Room 2 -Added security cameras.
ML's Halloween Treat
Happy Halloween! This map is a bit on the small side but is fun. Be sure to check EVERY room if your stuck. This map has the co-op checkpoint Airlocks so you won't restart from the beginning. Enjoy!