Portal 2

[SP] One in the Chamber
Uploaded by KrispyTheKorn · Jun 04, 2011
30 comments · 4.7 (37)

One in the Chamber is a single player map built specifically for the ThinkingWithPortals.com Summer Mapping Initiative. The name "One in the Chamber" refers to the amount of cubes available to complete the chamber. The map is built with the Destroyed Aperture theme in mind, and contains two puzzle rooms, as well as an introductory corridor. The difficulty level has been kept low to medium, to allow players a challenge without wanting to pound there fist into their monitors. All mappers feel free to rifle through the .vmf for fog/lighting settings, and the likes, as well as to learn how I put the level together. filename: sp_1_inthechamber.bsp Screenshot: http://interlopers.net/titan/sp_1_inthechamber0003.jpg KrispyTheKorn aka, IZaNaGI Update: Re-uploaded with missing readme file. Update 2: Fixed an issue allowing players to complete the final room in an unintended fashion. Added "info_placement_helper" entity's to some white surfaces as per player feedback. Replaced an errant "cool" light instance with a "warm" instance. Update 3: Fixed "black" textured surfaces so that they are no longer portalable (if that's even a word ... which it isn't).

[SP] One in the Chamber
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[SP] Motanum's A la Tag, Part 1
Uploaded by Motanum · Mar 27, 2012
23 comments · 4.7 (18)

A map that uses a Paint gun! Based on the created gun by Omnicoder, I modified it a bit to work with my "fizzlers" I've wanted to make maps like tag: the power of paint, but I wasn't really able to do much until I asked omni for his design. It came out very fun and I think it's intersting to merge a paint gun with underground aperture science. Loads of potential, I am planning on expaning on these levels a bit more. Because it acts as an introduction, the levels are quite easy. So just enjoy the ride and the views! ----====IMPORTANT====---- -If you spam "e" (Use button), the gun will fly away. So, try to refrain from doing that. -Do NOT move the mouse in the first few seconds when the map loads! -Move your feet around (Ie, quickly pressing wasd) to update the gun's view/axis. This will force the gun to aim to where you are looking at.

[SP] Motanum's A la Tag, Part 1
[SP] Momentum
Uploaded by neco · Oct 09, 2011
52 comments · 4.7 (18)

update Momentum v_5 Fixed issues: - The gel doesn?t leak through the floor/ceiling (Thanks Mr. P. Kiwi!) - Removed that "hover in mid-air behaviour" from both lasers in room 1 (Thanks pedmacedo!) - Cube can?t be retrieved after increasing the counter anymore (Thanks Seizure22!) - Corrected the ?type mismatch? for the fizzler in room 2 (Thanks pfalstad!) ________ update Momentum v_4 Will add a detailed list of fixes later on... (Should fix all issues mentioned in the thread.) ________ [SP] Momentum v_3 First of all I?d like to thank all of you who have contributed to the WIP thread and to Demonz312 for his ramp instance (which you can find here: panel Stairs+instances). Very special thanks to NuclearDuckie and josepezdj who have not only playtested this map but also made many suggestions to solve several issues and had great ideas for improving some puzzle elements. As a first map this was quite ambitious and I should have started with a smaller one. However, despite the fact that it took way too long, it was fun making it and learning Hammer. As I?ve written in the WIP thread especially the first puzzle element is about angle, timing and of course ?Momentum?. It also has two new custom elements. An anti-player and an anti-cube laser field. The first denies the player but allows the cube whereas the second one works the other way around. At first I used env_lasers to make those laser fields but then found a better, less expensive way using func_brushes with ?abused? textures. Hope you like it... __________ Screenshots: http://steamcommunity.com/profiles/7656 ... reenshots/ __________ Please do not rename the bsp-file, else you would have to rebuild the cubemaps properly which would cause an increase in file size, thank you! I made this with the first custom maps I downloaded and wondered at some ugly reflections __________ Known issues: - One of the brush entities is ceiling and floor at the same time with a gel dropper above. The gel can be seen (leaking) through it (any ideas???). - The cube in the first test chamber might get stuck under a panel. I was only able to solve this problem rather clumsily but it should work. - Due to the random nature of func_physboxes in motion, you might get stuck when moving among them and rigid elements. This only happened once to me, yet I thought I should mention it. - There?re also parts in this map which require to crouch and move through small openings; I can assure you that I adhered to the minimum measures for height and width, however josepez told me of some problems which might occur due to a corrupt dll-file. In that case you should check that first. - I liked a custom env_laser element I made much better with end sparks but they were visible through other func_details and walls (again, any ideas?).

[SP] Momentum
Cube Escort
Uploaded by {SOAP} Pm@c · Jun 06, 2011
19 comments · 4.7 (18)

Guide your faithful companion cube to the end. Involves: Faithful Companion Cube Repulsion Gel Excursion Funnel Emancipation Grids Aerial Faith Plates Update: V1.1 Added grating to fix exploit to get to glass room. Fixed most texture alignment issues. Built cubemaps. Fixed cube button in second room (now closes door when cube taken off)

Cube Escort
sp_wits_maybe_finalv2
Uploaded by wits · May 15, 2011
10 comments · 4.7 (18)

Version 2 of sp_wits_maybe_final. More puzzles, betterish map. There are several ways to solve the main puzzle, this was not an oversight(again). Please feel free to send comments/questions/suggestions to my email. [email protected] Spoiler:The button/laser only needs to be activated once to turn the gels on.

sp_wits_maybe_finalv2
[SP] Cassata Chamber 1
Uploaded by CassataGames · May 10, 2011
45 comments · 4.7 (52)

Not much here, this is my first map made for Portal 2, using the Alien Swarm SDK. And any all feedback is greatly appreciated! Thanks. v1.1 updates: -Fixed a small overlay issue. -Correct a spelling error -Changed map name to cassatachamber_1.bsp to avoid confusion.

[SP] Cassata Chamber 1
PurpleSky Test Chambers
Uploaded by dpgraves · Jul 06, 2011
19 comments · 4.7 (17)

4 single player maps designed to be above average in challenge. Chamber 4 has been added and updates were made to chambers 1 and 3.

PurpleSky Test Chambers
ML's Combination
Uploaded by MasterLagger · Nov 06, 2011
32 comments · 4.7 (17)

It's a combination of testing elements, environments, and the solution is using a combination of testing elements. This map is a bit on the intermediate level. Experienced players will have a less difficult time on this. This map was made to have the player explore non-testing areas, which is required to exit the level.

ML's Combination
Fizzler Trap
Uploaded by SamW · Jun 03, 2011
9 comments · 4.7 (17)

My first Portal 2 map that I have been making, so now it is entered here. Compressed as a 7z archive. This is a small single player test chamber using controllable fizzlers like the one fizzler that needed to be turned off in the coop calibration course. However controlling the fizzlers might be a little more difficult in this map. This map attempts to emulate the clean aperture look similar to the triple laser single player map. (meaning not a speck of damage or debris anywhere) Bonus instances used in and included with the map download: Cube dropper which lets you set the cube. Mashed together clean departure elevator exit base that works with both act 2 and act 4 elevator logic. This is to create the same type of elevator exit as the triple laser puzzle (clean elevator, but goes down like act 2 instead of up like act 4) Custom level transition logic that does not use sp_transition_list.nut. The think function of this script is the offending function that always gives you the potatogun. So I just ditched the script. It is only used for managing the level order of the SP campaign and isn't useful for small custom maps. Instead all the things you may want to configure are simply parameters for this instance. This should work with existing stock elevator logic. This also forces the display of a chapter title and exit text (if you don't want it delete it yourself) Final note: I think I made the light map resolution unnecessarily high. If you read down to there, Thanks.

Fizzler Trap
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Fizzled Panels
Uploaded by soptipp1 · Sep 24, 2011
22 comments · 4.7 (17)

This is my first Portal 2 map. It's a clean map with three chambers and testing elements such as cubes, buttons, discouragement beams and turrets. Feedback is appreciated. Please note that the map file is a .vpk file which isn't installed the same way as a .bsp file. Please take your time to look at the readme even if you know how to install the map (otherwise, things might go very wrong). v 1.0 -release v 1.1 -put first fizzler in chamber 1 higher up -changed the faith plate in chamber 3 (puzzle is a bit different)

Fizzled Panels