Portal 2
Portal Gun Pedestal Instance
This is a instance I made of the Pedestal which the Portal gun sits on. Please note that this is not just a couple of props but a fully working dynamic prop with animations for putting the gun down and back up from inside the ground. I put a couple of values in so that you can edit it to your liking (for example make the portal gun up at spawn or disable the prop going down after you pick the gun up). - This includes an I/O proxy to help you pick the right outputs - This can be set to look broken (Sparks and has no Portal Gun) - This can be lifted from or closed into the ground using an output - This can be changed to look like a blue or orange coop portal gun - This can spawn a one portal (or no portal), portal_gun Replace Values: $DisableClose Boolean -> Set this to disable the gun going down after you pick up the gun$DisableClose Boolean -> Set this to disable the gun going down after you pick up the gun$StartingTeam Integer -> Used for telling which team the gun starts for (0 is for SinglePlayer, 2 is for Blue, 3 is for Orange)$StartUp Boolean -> Set this if you want the Pedestal to spawn up at start of map$HandleSpeed Float -> Sets how fast (or slow) the handles of the pedestal will open or close$DoesntSpark Boolean -> Set this if the pedestal doesn't spark$HasPortalGun Boolean -> Set this if there is a Portal Gun on the pedestal$Skin Integer -> Changes what color the portal gun is (0 is Normal, 1 is Blue, 2 is Orange)$CanFirePortal1 Boolean -> Set this if the portalgun can fire Blue Portals$CanFirePortal2 Boolean -> Set this if the portalgun can fire Orange Portals Since I found out that not every mapper knows names of simple value types I put an explanation: 'Boolean' indicates a value that can only have a 1 or 0 option. 'Set this' indicates putting a '1' as the value. Integer indicates a value that can have a number as its' option. Float indicates a value that can have a decimal place. e.g. '0.5' Please read above what values to set before complaining that there is no portal gun spawning!!! Feel free to use in your map!
sp_advancedgels
Clean map with gels, funnels, turrets, and a surprise or two, depending on your play-style. This is my first ever custom map.
sp_turret_reunion
My Summer Mapping Initiative entry.
Companion Cube Screensaver
Cube rotates and bounces around your screen. Has the original Campanion Cube and a couple other color variations. You can edit the Image files in Photoshop if you wish. Just install, then right-click on Desktop, select ScreenSever / CubeShow and click "Settings". Then select the folder with the Cube that you want to display.
Laser Danger
It might not be as pretty as other maps (this is my first map ever in Hammer, after all), but I think it's a nice brain teaser. I hope you have fun playing it! Edit: Fixed a small exploit. Thanks to Ruien for finding it out!
Oblivious Paranoia
UPDATED 31/05/2011 -op_level3 finished! Starting on level 4... The campaign currently ends after the time travelling test. It lasts maybe 15 minutes if you're band new to it. To load up the maps type "map op_level1" Contains: -Custom Textures -Paint -Flinging -Time Travel -Laser death beams The tests aren't TOO difficult so far, but once it's finished I plan on making some REALLY complex ones - so stay tuned!
Where the Humans Have Failed...
Hey, everyone! This is my very first map for Portal 2. Also the first time I've ever used hammer, but I think I had made all efforts to create the best quality level I could. !Attention! The map contains some non-portal like scenes, like being forced to wait dialoges to end, or artificial difficulites. Download accordingly. The map itself is rather big, and even with the areaportals included, people with "slower" computers may experience difficulties playing it. As I too am just a human, I'm sure there have been mapping mistakes made, that I would really appreciate if you warned me about, so I could fix them. Updates: v1.1 - Fixed the logic_relay in the last chamber, as it was fired two times at once v1.2 - Fixed the double trigger in the last chamber once again, as the last time I accidentaly uploaded the wrong file - Hided some visible NoDraw textures at wall pushouts v1.3 - Fixed cubes falling under the floor in the lobby - Stretched the paint cleansers so that now the pit decorations cannot be painted - Added fizzlers to the pits in the faith plate (first on left) and tractor beam (second on right) rooms, so cubes falling down would be dissolved - Added test sign appearing to the spawn room - Removed the button from the tractor beam room (second on right), as it was a source of a possible exploit - Added a trigger_hurt to the last chamber to reduce CPU usage when playing with the repulsion gel ScreenShot #1 ScreenShot #2 ScreenShot #3 ScreenShot #4 I wish you enjoy playing this and have a greate time!
Induction_Gauntlet
Our first portal 2 map. 4 Chambers to navigate through. leave us some feedback and rating!
sp_floors
My second map, contains lasers, buttons, tractor beams, faith plates and a lot of panels.
The halls of Menoetius Co-op
This is a portal 2 co-op map that is quite challenging. It is one very small and self contained puzzle, that involves no glitches, weird portal maneuvers or anything a standard portal gamer would not be able to do. The map uses portals but interestingly not through the portal gun. The Puzzle can be solved, however it will require teamwork and brain power. This is also the first map I have made in hammer. instructions to play are in the zip file. v1.3: made the map less confusing to solve. that is all. v1.4: bumped up the difficulty a tiny bit for an interesting game mechanic. v1.5: changed and aligned textures added indicator lights for all buttons updated lighting improved overall design of map. fixed ending added companion cubes.