Portal 2
Whatsa
All feed back is highly appreciated. The actual puzzles themselves are 99% finished (the 1% being bugs people may find). Its not meant to be the hardest or longest, Just a nice intuitive puzzle. I do support feed back but I do not plan on making it much more difficult. Update #1 Fixed several bugs in the second puzzle that allowed you to skip most of it. Fixed the laser so they shouldn't be causing any more lag. Update #2 Fixed broken door in puzzle two. Added Cube respawn in puzzle two in case it gets stuck. Added hints and finished setting prop_details. Removed some unnecessary foliage. Fixed some shortcuts in the puzzles. Update #3 Cleaned up light and textures and added some more visual detail.
Catch
This map combines visual candy, and a few mechanics like lasers, funnels, etc... I hope you enjoy playing on this map! Also, video demonstration: http://www.youtube.com/watch?v=uq7S8iYZkwA -Ben Henry Changelog: 3.0 -Added a faith plate on a panel when the cube redirects the laser. -Fixed some texture issues. -Added 2 more panels where you have to walk out to the funnel. -Re-positioned the laser catcher to make the probability of the cube redirecting the laser to the laser catcher (if that makes sense) -Also, changed the model for the laser catcher to a bigger area to power, also increasing the probability of the laser redirecting correctly.
[SP] Laser Funnel
A four in one puzzle using discouragement beams and excursion funnels. Please let me know if you find any bugs or unintended solutions. Updates: v1.01 - A few details added - Neatened up the indicator lights in side room 3 - Removed an unintended solution - The laser in the main room now dose not turn on until needed v1.02 - Auto-save points added - A few minor details and textures altered - Fixed a bug that made it hard to place portals next to emancipation grids (because the model was too close to the portalable surface) - The laser relays in the main room are now below the floor until needed v1.03 - Added red glow round laser fields - Added sound effects for sliding doors/raising platform - Adjusted fizzler textures v1.04 - Fixed bug that turned laser glow on when the laser field was off in side room 3 screenshots: http://dl.dropbox.com/u/30975526/Portal ... 970000.jpg http://dl.dropbox.com/u/30975526/Portal ... 970001.jpg http://dl.dropbox.com/u/30975526/Portal ... 970002.jpg Many thanks to everyone who's given their input so far!
Easy|Short|SP sp_gv_easy_2
It`s my 4th day with hammer editor so its not a pro made map, but.... hope u will enjoy.
OverGoo
Updated version of my test map. Let me know what you think. Changelog: - Added door at exit - Replaced second regular cube with laser cube - Added laser catcher in the room behind crusher - Added more signs - Modified textures - Fixed leak by linked_portal_door - Removed an unnecessary portal door - Adjusted second aerial faith plate target - Fixed hurt and cleanser trigger on crusher - Other minor fixes
Name in Progress
Previously titled "Gozer Bane," but the title isn't really appropriate anymore. I've redesigned a good size of the puzzle, simplified a few things, and added indicator lights. I'm thinking about submitting this for the mapping competition. But I'd love some feedback first, so play and tell me what you think. Also any ideas for the name would be appreciated.
changelevel example + source
this is an example of how to make a changelevel. please read the readme file, it helps a lot. give feedback unfortunately i cannot create this into a instance as you have to change some of the values, then add it into the download (and no one want one thousand custom changelevels) so just stick to making one yourself.
Without Portalgun Demo: Turrets Domino
This is my mapping contest entry. This map includes some simple tests with turrets. One note: You haven't got portalgun. All portals can be opened when you push special buttons. But it doesn't mean that this map is boring and total platforming. This map was created to prove puzzles without portalgun can be interesting and even original. Get ready to think with portals but without portalgun. 1.1 version changelist: -Fixed bug that two orange portals can be created at the end of map. -Box dropper in the last challenge is working now -Now music is playing less loudly during the test challenges -Some minor design updates v1.2 changelist -Fixed a bug where player could spawn with portal gun -Fixed all problems with music (I hope) -Design and light improvements Attention: the map had changed name. To launch the new version you must type in the console "map wopg_turrets_domino".
Misplaced Conversion
I thought about it and realized that Conversion Gel and Excursion Funnels were never really used together in the single-player or co-op campaigns. I have taken a stab at fixing that. This is the first map I felt remotely comfortable about uploading in such an early state. It's a work-in-progress for my Summer Mapping Initiative map, so we'll see how it goes. I'd love to hear some constructive criticism; I know the map's not perfect (it's definitely not right now, still very early and cobbled together) but I think it could be a pretty neat little test chamber once it's all said and done. Modified arrival/departure transition vmf courtesy MSleeper, who has been super-helpful with all the scrubby questions I've had so far. v0.5 Update - - LOTS of retexturing/detailing. Texturing - Fairly far along. Getting there, but not perfect yet. Detailing - Making some good headway on this. It's starting to look the part of a Wheatley chamber. Lighting - Mostly natural lighting at this point. Might add some to the bottom region, but not sure. Props - Comin' along. There's some stuff to look at.
A Slice of Science [fix]
A chamber designed to study your knowledge of how well gels may co-operate with portals in a testing environment. This is the final release, most leaks and bugs have been fixed.