Portal 2

Postmodern Puzzle
Uploaded by Brainstone · Jun 03, 2011
12 comments · 5.0 (5)

Aperture Laboratories have hired a postmodern artist to increase the visual appealingness of their testchambers. After he had four attacks of selfpity on the first day, Aperture has discovered that computers do the same work 13% faster and 128% more aestheticful. -------- Very first own Portal map. Comments and Critism are requested. EDIT: I have edited the map now. People complained that it was too bright for them and the doors caused problems. The light was changed and the doors look really bad right now but should work. I will try to fix this tomorrow.

Postmodern Puzzle
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Get the Gel
Uploaded by LIJI · Jun 03, 2011
18 comments · 5.0 (10)

This is my first released map as well as my entry for the contest. I hope you like it. It is a single puzzle consisted of 3 smaller sub-puzzles, and features: - Light Bridges - Turrets - Funnels - Bounce Gel - Other hazards and puzzle elements Let me know what you think, and please report any bugs or problems. Note: I might have overused "hint" signs on the floors, let me know if I made it a bit too easy. Note 2: As required, the source VMF file is included. Notice that it requires (and includes) two custom instances. Updated to version 1.7: -Added grates to the washing stations -Added music -Added exit sign and made room numbering more obvious -Fixed a shortcut Updated to version 1.6: -It's now impossible to pass Room 2 by standing on the cube. -The exit was lowered so it's easier to reach. Updated to version 1.5: -Invisible fizzler removed from the entrance to Room 1. Grate added instead. -Two "cube washing" stations added. -Visible timer added to Room 2 -Fizzler in Room 1 made taller. -The jumps in Room 3 made easier. -Button added to the cube dropper in Room 3 -Many aesthetic changes -Other minor changes

Get the Gel
[Coop] Fast Bridge
Uploaded by Skotty · Jun 03, 2011
27 comments · 5.0 (21)

A coop testchamber with 6 seperated tests. Typical testchamber design and a lot of details. You will have to work with lasers, panels, lightbridges, gel, turrets, cubes and pneumatic diversity vents. The tests will need good timing and some time to find the solution. Use your zoom and: Think with portals! Difficulty: easy to difficult Playtime: ~25 Minutes (depends on your skill) How To to play the map in coop is in the zip file! - Contest submission Screenshots in the forum thread!

[Coop] Fast Bridge
Revenge of the Angry Turrets
Uploaded by MasterLagger · Jun 03, 2011
7 comments · 4.3 (7)

(NEW: BSP File Now Included) Let me know if this map doesn't work. And please rate this also so I get an idea of what you think. This is my very first map and it includes turrets. This map has a lot of turrets hiding in areas but not impossible to spot. This map also has a Hard Light Bridge, Thermal Discouragement Beam, Thermal Redirection Cube, and the Excursion Funnel. BTW you can crouch under the Hard Light Bridge. There are also a few hint pictures on walls in the map that that give you an idea what you can do. Have fun!

Revenge of the Angry Turrets
Footbal match
Uploaded by arek_91 · Jun 03, 2011
0 comments · (No ratings)

Simple 10 minutes long 1 vs 1 football match.

Footbal match
Tanoshii
Uploaded by Jameth13 · Jun 03, 2011
5 comments · 0.6 (8)

This is a fun map, designed to let you enjoy all of the exciting features of Portal 2 in one place! There's no challenge or goal just lots to keep you busy. I will be releasing a Co-op version of the map soon. All feedback is welcome!

Tanoshii
Toinen
Uploaded by Lumolk · Jun 03, 2011
6 comments · 2.5 (6)

Small and simple singleplayer map with simple puzzle made on one night. EDIT: Some updates made. Fizzler now fizzles the cube when reactivated, so it doesn't just disappear magically.

Toinen
This Area is Under Construction
Uploaded by Gmex · Jun 03, 2011
13 comments · 4.1 (11)

A multiple chamber map that combines clean elements and construction elements. Steam name; Gmex I hope you enjoy my level.

This Area is Under Construction
the-exit
Uploaded by watanukikun · Jun 03, 2011
3 comments · 2.5 (2)

This is my first co-op map that I created. In this map you must find the way to open the exit. Should not die or do the first test(in 1st) again. You have to manage gel to do what you want.

the-exit
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Tic Tac Toe
Uploaded by 7Voo · Jun 03, 2011
6 comments · 5.0 (3)

Important: I forgot to lock the buttons for every turn . . So there will be an update on that. Also when you and your partner ping the same field at the same time, it could disappear. Maybe I'll just let the winner start the round and for the first time the host. --------------------------------------------------------------------- Features: - Ping tool support. - Button support. - Fields rotate on selection. - Winner recognition. - Draw recognition. - Loser gets destroyed. - GLaDOS says at the beginning "You should both be familiar with the game of Tic-Tac-Toe." --------------------------------------------------------------------- Update V. 1.4 - Added draw recognition. - Reworked the level design. - Players now only can select one field per turn. - Added winner indication if you use the buttons. (I forgot that in 1.3) - Improved stuff. You now have to be both in your little areas, to get the game started. If blue goes into oranges area the indicator light will turn red and an error sound will appear. Everything should work fine now. Please report bugs, if you find any. Alternative Download: http://solidfiles.com/d/3577/ --------------------------------------------------------------------- Quickfix V. 1.3_01 - Fixed one of blues winning combinations not appearing correctly. --------------------------------------------------------------------- Update V. 1.3 - The winner now gets indicated. GLaDOS says the name of the winner, and a game_text appears with "Orange/Blue won." The loser gets destroyed, if he stands in his area. All the fields around the winner fields will be closed. And you have to press the reset button to start a new game. - Design improvements The next and probably the last update will fix the last issue on the ToDo list. --------------------------------------------------------------------- Updated the video. --------------------------------------------------------------------- Update V. 1.2 - Fields flip on selection like in the calibration course. - Fixed the last issue from V. 1.1 --------------------------------------------------------------------- Update V. 1.1 - Added suport for the ping tool. - Made the fields bigger. - Optimized the light. - Added external button sounds, because they didn't made any sounds in coop. (probably because they're in a wall) Issues: The ping triggers don't have a parent attribute neither a disable input. Thus the host can override oranges fields via the ping tool. --------------------------------------------------------------------- I just made a little map where you can play Tic Tac Toe! There are indicator lights, to see who's turn it is, and a reset button in the middle. Screenshot [old]: http://steamcommunity.com/id/7Voo/scree ... 0740775103 Screenshot [new]: http://steamcommunity.com/id/7Voo/scree ... 0765998753 Video [outdated]: http://www.youtube.com/watch?v=vteM-DzbzqI Make sure you stand right in front of the button you want to press. Otherwise it could happen, that the button below or above gets pressed. Todo: - Make the player only press one button on his turn.

Tic Tac Toe