Portal 2
[SP] Loud Pipes
Loud Pipes is an Old Aperture-style single-player map that features two major chambers that heavily revolve around the use of repulsion and propulsion gel and their interaction with cubes, light bridges, laser fields, and moving platforms. The map?s difficulty ranges from easy to medium/hard. Screenshots: http://cloud.steampowered.com/ugc/54177 ... 6F9F4A356/ http://cloud.steampowered.com/ugc/54177 ... B90291E32/ http://cloud.steampowered.com/ugc/54177 ... A63C18803/ http://cloud.steampowered.com/ugc/54177 ... DE459D8D7/ http://cloud.steampowered.com/ugc/54177 ... 324CDF62A/ Updated to v.1.2. -Fixed an exploit with the light bridge -Repaired a cubemap error that was giving the observation room an odd effect -Shifted some of the white walls around in chamber two to prevent exploits -Made it easier to jump back from the moving platform Also, if any of you designers out there are interested in the design process of this map or the aesthetic technique of any Old Aperture map, I've written a small tutorial about it over in Rubrica's aesthetic thread. Check it out if it interests you! mapping-help/on-the-aesthetic-themes-in-portal-2-v0-9-1-t4257.html Leave feedback or feel free to reach me (contacts in the readme) once you finish the map. Thank you!
Give and Take
A small experiment with dual excursion funnels and a few turrets. This is the first complete map I've ever made for Portal 2 -- or any other game, for that matter -- so it's on the short side and I know it could still use quite a bit of polishing. Feedback, good or bad, would be massively appreciated.
Ascendence
This is my first real mapping attempt, but it's a pretty ambitious project. Version history will explain what I'm demonstrating and what I'm looking for, as far as feedback and such go. v 1_1, uploaded 5-20-11 This is the entrance (which I know is lame and cheap, haven't worried myself over instances and elevators yet), the test situation introduction, and a way of clearing the chamber between "player delivery" and testing. There is no puzzle here yet, nor will there be until v 1_2 or 1_3. What I'm mostly showcasing is the trap door and the glass removal process. I'm looking for feedback on the entire process. Again, I know there's no puzzle here. It's just a big pit. That's why it's here in the WIP section. v1_1_3, uploaded 5-25-2011 Moderate change from last version, adding another element to the simple puzzle leading to the exit. See latest forum post for details.
In-Game Timer
This adds an on-screen timer to whatever map you want, without requiring a recompile. Good for speedruns of custom maps. Made by Chickenmobile and FelixGriffin.
[SP] Around the bend
A short, easy-medium difficulty chamber. I made this chamber to celebrate my 1 year mapping anniversary. The map is in overgrown style. This map involves Aerial Faith Plates, Hard Light Bridges, Discouragement Fields, cubes and buttons.
mp_coop_blueblock
Atlas and P-body face a new puzzle that looks quite easy at the first glance. All they need to do is find a way to stop pumping repulsion gel. But to solve the problem they have to take a slightly different direction. !FIXED VERSION! If you have old version, please replace your bsp with that instance.
Animal King - WIP
A work-in-progress Animal King model adapted from a stock turret. It's partially animated, but doesn't quite work as a normal Portal 2 turret yet. Looks great as a static model though. This model works in both Portal 2 and Team Fortress 2.
PORTAL 2 : After Math
Hi, This is my very first game map. I have never made any game maps or anything related to 3D before.(except for I posted this map in the WIP section) Most of you must have played the Peer Review DLC by now. I wanted to release this map before the DLC but I really didn't have time (and still don't have). Well better late than never. The map consists of 2 short and 1 medium length puzzles. My map is very less detailed , about 1/10th detail of the maps made by pros here. There is a readme file included for setup instructions. Suggestions, criticisms, trapped areas, not intended solutions , and all other feedback are welcome. I may not have time to fix every minor issue but do specify if you found any(may help me in the future). Haven't worked on optimizations and will not unless really necessary. I have changed the files from the WIP version so do the custom music and material still work? Changelog from WIP version -changed the exit -reduced file size -improved lighting -fixed some bugs -added some detail Well I hope this turns out to be a great map for you all. Edit: Known issue:In puzzle 3 if the door doesn't open even if the 2 laser relays are powered noclip it