Portal 2

Bottomless Endeavor
Uploaded by Amwryn · May 24, 2011
5 comments · 5.0 (3)

First attempt at mapping anything but generic boxxes. Very much a work in progress, but im interested to see what (if any) feedback I get.

Bottomless Endeavor
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Shootout
Uploaded by Nezzy · Aug 18, 2011
5 comments · 5.0 (3)

I'm working on a Wheatley map with 3-4 chambers, and I just want this first one to go through a playability test. Please mention ANY comments/suggestions/concerns that might help improve the map. I want this good and ready when it's released.

Shootout
Gel Flow Particle Systems
Uploaded by ChickenMobile · May 22, 2011
2 comments · 5.0 (3)

This is a map with a couple of example Gel-Flow Particle Systems. This is how Valve made Gel look like it is flowing through pipes (and curving in them). You can just copy and paste these into your maps, however keep the angles of the info_particle_system's the same to the info_target as this is how it tells which way to curve the Gel. I would suggest you to ignore the different "Control Points" as decompiling a Valve map shows that they only used 1 info_target for 1 particle control system. Searching through the Portal files I couldn't find the name of a water one but I am pretty sure that there is one. If you do find out the name of the particle system, then post a comment below and I will edit this thread.

Gel Flow Particle Systems
Pneumatic Diversity Vent Trailer Fake
Uploaded by DoubleThinking · Dec 25, 2011
7 comments · 5.0 (3)

I reconstructed the Pneumatic Diversity Vent Trailer in Hammer and added a bonus level. I have a YouTube video faking the trailer ( http://www.youtube.com/watch?v=KzIyRTXT8Ow ). Hope you like this fake

Pneumatic Diversity Vent Trailer Fake
Time 2 cooperate - Part 1
Uploaded by Parano.Oya · Jul 18, 2014
3 comments · 5.0 (3)

Description: This is my first map of my collection "Time 2 Cooperate". I decided to refresh my map with new textures. It consists now of two small rooms. The first room is easy to solve, the second room is a little bit harder. A good beginning for cooperative gameplay! Steam workshop: http://steamcommunity.com/sharedfiles/f ... =288305603 Bug reporting: If you find bugs, please report them. Skills: Difficulty: 7/10 - medium/hard Duration: expert: less than 15 minutes advanced: 15 <= minutes <= 30 beginner: more than 30 minutes ___ I hope you enjoy this map and have a lot of fun

Time 2 cooperate - Part 1
New Hole
Uploaded by X-NicON · Jun 06, 2011
4 comments · 5.0 (3)

New Hole
Industrial Flower Tower
Uploaded by Wanderer2021 · May 31, 2012
21 comments · 5.0 (3)

Sometimes water is more useful than what is first perceived. How is your green thumb?

Industrial Flower Tower
brainbender01
Uploaded by torquestomp · May 17, 2011
11 comments · 5.0 (3)

First of hopefully many challenge maps The scenery is not amazing, but the puzzle mechanics are well polished, imho. Feedback is appreciated

brainbender01
Ben2 contest entry
Uploaded by Ben2 · Jun 06, 2011
5 comments · 5.0 (3)

Its my first portal or portal 2 map. although I have made some maps in team fortress 2.

Ben2 contest entry
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BEE2 Addons
Uploaded by TeamSpen210 · Aug 24, 2013
133 comments · 5.0 (3)

My collection of items for the BEE2. These items mainly are rearranged or special versions of existing items. Some help is available in the right-click info panel, but consult the Readme for full instructions. All non-logic items are fully styled for all the default styles. It is compatible with Radelite's addons, providing styled versions for the Ratman Style. This includes my Refurbished Style, a hybrid of Clean and 1950s style similar to the Coop Course 5. I also have a modified version of 1980s style, with a damaged Enrichment Sphere showing the surrounding Test Shaft. I now have an Overgrown Style, replicating the dilapidated Aperture seen in the first few levels of the singleplayer campaign. There is also a debug Unlocked style to allow adding or deleting the mandatory entry/exits and observation rooms. Be careful with this! Thanks to Skotty (High Energy Pellets, Bumbleballs and Catapult Cubes), Moth(Bumbleballs), SoundLogic(Catapult Cubes) and PortalCombat (Sphere Cannon) for creating the original versions of some items, which I have made PTI compatible and restyled. You'll need 7-zip to extract the archive. See the GitHub repository for WIP items, styles and changes. I don't advise using these files unless you are willing to have your maps break. Styles: - Refurbished Style - Overgrown Style - Open 1980s Style - Unlocked Clean Style items [spoiler]- Retractable Pedestal button - Worldportal Door - Diagonal Laser and High Energy Pellet launcher - Quarter wall - Dropper version of PortalCombat's Sphere Cannon - Antline Router - Antline Magnet - Angled Block - Music - Laser Music - Conveyor Belt - Large Faith Plate - Global Cube Dropper - Paint Cleaner - Double Grated Panel - Futbol - Ditch - Caged Turret - Caged Reflection Cube - Wheatley Monitor - Portalable Stair - Portalable Piston Platform - Turret Dropper - Toggleable Faith Plate - Static Panel - Static Piston Platform - Half/Half Wall - Coop Checkpoints - Recessed Fizzlers - Crusher Plates - Sideways Light Bridges - Shredders - Static Glass Panels - Half Panels - BumbleBalls - Catapult Cubes - Bomb Droppers - Rotating Faith Plates - Glass With Hole - Glass Doors - Slow Crushers - Piston Relays - SR Latches - Angled Light Bridge - Separation Coop Checkpoint - Cube Transmuters - Ceiling Lights - Autoportal Pistons - Timeout Portals - Clamped Cubes - Global Cube Triggers - Override - Neurotoxin - Chamberlock - Retractable Floor Button[/spoiler] Changelog [spoiler]* v45: - Fix hovering debris in Overgrown Entrance Elevator - Prevent ball lines from playing in Clean - Quiet - Fix Warm Lights in Clean Style - Make Clean Fizzler models animate correctly - Remove the old documentation from the archive * v44: - Brand new Portal 1 Style Coop entrances and exits, using lifts to transport players to and from the level. - New P1 Style Angled and Clear Panels that use pistons instead of robot arms. - Change: Caged Turrets will no longer have the grating explode, this should make it less likely the turret will not be able to shoot through the grating. - New Caged Turret model. - Fixed Overgrown Quiet Style. - Retractable Pedestal Buttons use the correct Overgrown instances instead of Art Therapy ones. (Typo!) - Fixed crash in P1 Coop if cubes are present in the map. - Clean Style Fizzlers should now retract properly if they didn't before. - Black texture added behind fizzler, so they look nicer on white walls. * v43: - Improved Overgrown style observation rooms, the sound should be quieter and the flickering can be completely disabled by turning off "start enabled" in the large observation room. - The overgrown style elevator screens are less random, they match Cave's PTI dialogue (If you heard them all, the video screens will be random). - Overgrown Turrets are twitchy now. - Changed style of Refurbished lights. - Fixed bug with Overgrown track platform rails. * v42: - Fixed Overgrown reflection cube packing. - Fixed floating cubes on Overgrown piston platforms. - Added custom model for P1 styled storage cubes, companion cubes, spheres, pedestal buttons and laserfields. - New custom Overgrown style glass. - Better P1 style crusher, piston platform and buttons. - Custom indicator lights for P1 style, to make them appear smaller. * v41: - All Valve+BEE1+HMW items finished for Overgrown Style. - Coop exits done. * v40: - Added first version of Overgrown Style, featuring a heavily damaged Aperture overgrown with plants. This is not finished, some items remain clean styled, and Coop exit corridors haven't been styled yet. - A quote list has been added to describe how the extra quotes in the various styles are picked. - Neurotoxin vents have been modified to be cheaper; the activation radius is now only visible in the editor. - Neurotoxin will permanently shut off when players get inside the exit door. - Added update checker to the readme. When the next update is released, the readme will show a message (only when actually open). * v39: - Added files for some checkpoint instances. - Adjusted lighting in P1 Style Checkpoint, and changed droppers to use P1 style versions (both checkpoints). - Added the second door for P1 Style Chamberlocks (Whoops.) - Checkpoints will not close their front door if an object is placed between it and the fizzler. - Players will slide off of the camera in Refurbished Small Observation Rooms. (Prevents cheating puzzles). - Changed something with Companion Cubes[/spoiler] Earlier changelogs

BEE2 Addons