Portal 2

sp_zro_1cube
Uploaded by eladiozro · Sep 12, 2011
3 comments · 5.0 (1)

A very small puzzle I made, it took me some time to make it. Kinda complex... But that only depends in how good solving puzzles you are. v0.92: Fixed cubemaps and added hints in the txt file.

sp_zro_1cube
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Super Fling
Uploaded by lee1davis1 · Sep 08, 2011
22 comments · 5.0 (1)

Version 1.2 now available Sept 24, 2011 SUPER FLING Read me file A Portal 2 custom map Name: Super Fling Version: 1.2 Author: LeeDavis Created: Sept 8, 2011 Difficulty: 5/5 ----------------------------------------------------------- Description: This map is for advanced Fling players. Created to challange your "twitch" ability and quick reflexes. The map starts simple and moves toward more advanced fling manuevers. Every section has a secret included in it. Can you find all 4. There is no intended solution. Solve it as you are able. Each room has many solutions. Installation: Copy or move the "Super Fling.vpk" to your "Portal2/Portal2/Addons" folder. If folder does not exist, create it. Start Portal 2 and open consule (`). Go to options and enabled "Developer consule" if you haven't already. Type "map superflingv1_2" (without quotes " "). Enjoy! ----------------------------------------------------------- Changelog: v1.0 No changes V1.1 Added Temporary ending Added LOD Edited Portal Bumpers Edited Gel Dropper v1.2 Made some secrets easier to find and some harder to find. Added Secret Helper Arrows to show location of secrets. (located at map exit) Added Homemade Arrival and Departure Elevators Added Testchamber Indicator sign and other LOD. Added Game Difficulty Toggle: Normal/Hard(NO PORTAL BUMPERS) ----------------------------------------------------------- Credit: Creater/Editor: LeeDavis Design ideas and testing: Christian Grammentz End message: CH3II Testers: Thomars.dm CH3ll Tyronis3 Skerik Djinndrache KennKong Special Thanks to all those that helped edit this map from beginning to end. Your constant play-testing helped make this map what it is now. Special thanks to: Steam Wiki http://developer.valvesoftware.com/wiki ... vel_Design Solarchronus YouTube.com "Portal 2 hammer Tutorials"

Super Fling
150 HD Portal Photos 1+2
Uploaded by lemo76100 · Sep 03, 2011
6 comments · 5.0 (1)

(For desktop Backgrounds/ Screensavers) Thanks to all those who supplied great portal 2 pictures! Although I am not very good at maps, I like making videos and collections!

150 HD Portal Photos 1+2
Third Person View
Uploaded by Cybermaxke · Aug 19, 2011
4 comments · 5.0 (1)

Third Person View Plugin! Press F10 for the normal Third Person View. Press F9 for the Shoulder View. Image: http://cloud.steampowered.com/ugc/55979 ... 522A0ED36/ http://cloud.steampowered.com/ugc/55979 ... CE5EC58EC/ http://cloud.steampowered.com/ugc/55979 ... 3B2B223D3/

Third Person View
Currently Untitled
Uploaded by Moth · Aug 18, 2011
3 comments · 5.0 (1)

Currently Untitled, a map in the old decaying aperture style, with the following features: * overgrowth! and water! * laser-burning-turret madness. * cubes, a sphere, a funnel, and a light-bridge. * HDR lighting * Relaxation vault for when it all gets a bit much. See here for screenshots: http://steamcommunity.com/id/RufusThorne/screenshots/ I'm looking for some help with optimisation: The map is fully sealed, but suffers some jerkiness. Please take a look at the included VMF and let me know if there's anything I can do in terms of HINT brush placement, etc. Also any things that need changing. Item placement, number of cubes, etc. I'm also looking for fellow mappers to 'dirty up' the environment. Suggestions for fog, particle effects, etc as well as some basic help on these topics would be appreciated. Thank you

Currently Untitled
Coop Extension Boxes
Uploaded by tobyjk · Aug 06, 2011
3 comments · 5.0 (1)

Two Coops maps, Six puzzles, Alpha release. P-body and Atlas are sent down an abandoned hall of the facility.

Coop Extension Boxes
WIP: cg5_01 "Gel+Bridge=Win"
Uploaded by coolguy5678 · Jul 12, 2011
4 comments · 5.0 (1)

My first map for any Source game. 3 chambers centered on combining two specific puzzle elements (I wonder which two those might be?). Map is pretty WIP; there is almost no detail, although the puzzles are fully functional. I think the last puzzle might be too hard. There are also 4 "pseudo-achievements" which can be found by completing rooms without using certain puzzle elements.

WIP: cg5_01 "Gel+Bridge=Win"
Panel Activated by looking, deactivated by looking away.
Uploaded by ChickenMobile · Jun 18, 2011
10 comments · 5.0 (1)

This is a panel that is activated by the player looking at it. For anyone interested, I thought that this would make a good puzzle element. Here is a demonstration video: http://www.youtube.com/watch?v=Y5tJV7mlDwQ Please note that this is a prefab, not an instance or a file you just copy and paste. If you wish you could make this into an instance but I kept it as a prefab for the movability of the trigger. Prefabs go inside your Portal 2/bin/Prefabs folder. Explanation on how it works (if you can't figure out for yourself): If the player is looking at the panel (onTrigger) it will trigger the open relay. To make sure that the animations are played in order it will disable the open relay and enable the close relay. The opposite for the other relay. Since the trigger_look cannot use the OnTimeout output when it has Triggered I used a timer to disable and re-enable the trigger so then the player can fire the outputs again. If you are to edit this to make the platforms close slower etc. Make sure you make the timer fire longer than the timeout value in the trigger_look. Otherwise the panels will never close. If you need help with anything in the prefab, please don't hesitate to post a reply in the topic.

Panel Activated by looking, deactivated by looking away.
Working Title: GelPuzles; areas 1 and 2 (screenshots within!)
Uploaded by CrazyGuy · Jun 16, 2011
5 comments · 5.0 (1)

Here's two maps that are ideas I had been playing around with in my head for ages. These Wheatley styled chambers use gel and lightbridges in new, never before seen ways (at least not seen in any of the valve maps.) These are two separate maps (that are spatially relative to one another) I just haven't joined them yet. And remember this is WIP so I haven't finished the detailing or connecting all the tubes yet. I guarentee though that these two areas are 100% soveable (AREA 2: The final solution to the area is to hit the target seen outside in the back. My intention is to place either a THIRD TEST AREA there or a path straight to the elevator. I consider these (at least the first one) to be fairly advanced difficulty, so keep trying there IS a solution, and once you find it the actual execution shouldn't be too hard (I used plenty of placement helpers) I'd like to talk about my thought processes for starting these maps, but it will contain spoilers, so it will be all black blocky. area 1: [spoiler]In the co-op lightbrige part, I noticed my co-op partners would do this thing where they kept repeatedly shooting lightbridges at a wall, slightly higher each time, so that they climbed straight up the wall. I thought i'd do a map where you are forced to do that to gain height. Also, playin the game I noticed that if a lightbridge is hitting a ceiling, then you can fire a portal at any angle and cause the bridge to "rotate" as it comes out the other end. So I thought i'd have the player use that same lightbridge at various different angles, which leads to the next thought: In the final valve Co-op campaign, I saw that you can paint lightbidges with gel, and they used it on a vertical bridge and had the second player shoot the gel at it. I wanted to try and incorporate this into an SP map, but the main problem is the paint has to be directly over or shooting out at a lightbridge, so im not sure how elegantly I executed that part.[/spoiler] As for the upper area, I wanted to re-use that same blue gel from the lower area to solve the upper area. I was originally going to have a big truss fall over and break the tube and have the blue gel spray out from the corner but.. I COULD NOT FOR THE LIFE OF ME FIND ANY OF THE BROKEN VACUUM TUBE MODELS!!!#!@#!@#$ Com on, Valve, what the hell?? I know you have em, you used them in the finale area, so where the hell are they in the browser?? Seriously if they ARE there then why the hell aren't they under "tube" or "broken" or "glass" even? But I digress That whole problem led me to the solution I used. I hope it looks good and works OK for you because maybe one time out of 10 when I tested the sequence, some of the broken panels fall onto the spot where you need to portal. I think I fixed this by putting a break trigger over the spot, but it is kinda sudden and unexplained when one of the fallen peices breaks for no reason =/ area 2: This whole area was based on the eraser gel (water) and how LITTLE it was used in Valve maps and even custom maps i've played. And even then, the water flow was ONLY there as a bad thing, used to "block" players from painting area. I thought I'd change all that. [spoiler]Basically I approached this problem backwards. I thought "In portal 2, how many possible ways could there be for the presence of paint, at any given location, to be a BAD thing for the player?" (because in most of the other puzzles involving paint, you can basically paint everywhere and be OK) [/spoilers] I think I have exhausted the possibilities here, basically, two ways with the blue paint and one way with the orange I know I put them together in kind of close quarters (originally was going to have a separate area for each of the "reasons") but I thought I'd make it all more compact and put all of the [spoiler]"bad" paint spots[/spoiler] in one chamber. And I could NOT think of ANY way [spoiler]white (portal) paint being ANYWHERE could EVER be bad (like, the fact that there is white gel on a surface as opposed to it being clean somehow prevents you from solving the puzzle).[/spoiler] anyways enough talk here's some screenshots Finally, if anyone has read this far, I have a few questions: One: Do you think this is too hard? Two: Too dark? need more light? Three: Does the turning pipe sequence look and sound and WORK ok? Four: Do the puzzles seem too mashed together, and does the top half of the first map seem too tacked on? cause I knew I needed to do SOMETHING up there but when it came to doing the actual puzzle I don't think I really did anything particularly new. five: Do you consider the "bridge climbing" mentioned above to be a portalling glitch? Like, forcing the player to lightbridge climb would get your submission rejected from the contest? Cause even if it didn't work the way i've seen players do it (and I can do it) it could still be done by jumping first. and FINALLY: Do you think this set needs a 3'rd area or do you think these first two are enough. Or let me put it this way, would a 3rd test chamber, after solving those first two, be TOO MUCH?)

Working Title: GelPuzles; areas 1 and 2 (screenshots within!)
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Portal2 Neurotoxin map-example renaFUSED
Uploaded by FusedCore · Jun 13, 2011
5 comments · 5.0 (1)

I made this to show how to use the deadly neurotoxin with the use of Logic_timer, env_smokestack, trigger_hurt and vgui_neurotoxin_countdown This download comes with both the bsp and vmf files so you can learn how to make your own. Enjoy -FusedCore

Portal2 Neurotoxin map-example renaFUSED