Portal 2
The Portivity Gun (Portals+Gravity)
Thanks to the unholy union of Black Mesa and Aperture Science, the fusion of their most coveted creations has spawned the Portivity Gun. It functions just like both devices in every way. However to toggle the device between modes, one must only tap down on the crouch button. To implement the device into your personal test chamber, simply drop the tool directly where the test participant begins their journey. But if you wish place the tool elsewhere, attach the gun_collision to it's assigned pedastal
Positive Discouragement - Chamber 01
"Positive Discouragement" is a small map pack that I'm working on. I decided that I might as well upload this here, instead of having it sit around on my computer until I finish all the maps, but I'm not going to upload it to the Workshop until they're all done. So for now, you'll have to do it the old-fashioned way! (place the .bsp in your "portal 2/portal2/maps" folder) ====== This chamber is the intro chamber, so it -isn't supposed to be super hard -is meant to be the most destroyed of them all. I fashioned it after 'sp_a2_dual_lasers' On a side note, this map is a VisLeaf mess. Guess how many numportals? Almost 3500. I didn't know how to make 3D skyboxes at the time, but now I see that I really should've used that, as it would've saved me so much trouble and time. I may revamp it before the workshop release. Anyway, enjoy! Don't forget to leave feedback, it is much appreciated. ====== Changelog: 1.0 -Release 1.1 -Changed the BTS area -Reworked the map so that it doesn't use linked_portal_doors -Changed some trigger_look settings -Fixed a broken animation on one of the fizzlers ====== A big thanks goes out to Lpfreaky90. If it weren't for her and her troubleshooting ability, this map wouldn't even exist. I'm serious. Hammer was telling me there was a leak in the middle of the void so I couldn't compile. Also, thank you to Stimich, who helped me beta-test!
Bounded
A small map of medium difficulty. The solution is not difficult to execute. There is also a challenge version included, called sp_bounded_c, which is slightly harder. Some important points: 1. The yellow field fizzles objects, but NOT portals. 2. There is a small delay before death lasers actually get activated. So there's a time gap between your pressing the relevant button and the death field turning on. This is not a hint, but something that can be eventually noticed - I just want to save the player's time. 3. To prevent tight timing (and increasing the height of the room), I modified the death fields slightly so that even if you touch the lasers while ascending, there is be a small time interval before you're killed. So you can still get out safely even if you touch the lasers (FROM BELOW) briefly. You can test it to get a better idea. 4. The cube button in the 2nd room saves the game when activated (just a reminder to those who don't quick-save often). It doesn't do anything except that. View "ReadMe.txt" for installation instructions. Special thanks to HeadShot, Jacu, KennKong and RogerL for playtesting (the normal version only, not the challenge one), coming up with unintended (and intended) solutions, and providing feedback and tips. And to FourthReaper for the nice custom texture/functionality.
[SP] sp_ccbs_01 v. 1.1
The first map from my custom campaign. It's a tutorial level. Difficult: Easy Release? I dont know. Bugs? Please report. V. 1.1 Elevator [FIX] New Stuff -------------- More Backstage More Voice Ambiet Sound (Tube Sound)
Vertical Reach
Reached over 1,000 downloads. Thank you! ### This is a medium difficulty map, with a few little surprises. If you would like to know how to install the map, visit the link below... mapping-help/playing-portal-2- custom-maps-t4076.html This is [v1.4] of the map. Thanks to msleeper for the elevator transition instance ### Previous Bugs ### v1.0 - Could get stuck in third room v1.1 - Weird reflections in toxic water - Cube would sometimes not fall on the button when thrown - Cube would sometimes not fall on ariel faith plate - Laser could be shot from wall straight into the laser catcher v1.2 - Fizzler was at eye level, making it hard to see - Lighting in elevators was to a poor standard - Not enough indicators to show what things do - The third chamber solution was a little too easy - Exit door didn't close v1.3 - Intended solution to the third chamber could be bypassed I hope you enjoy it. =] My username for Thinking With Portals is Lostprophetpunk if you want to get in touch.
Portal 2 prop_portal example
There is a problem in Portal 2 with making prop_portal initially Active: http://forums.steampowered.com/forums/s ... p=22416533 This example map shows how you can workaround that.
SP_Portal unto dawn
This is my first full fledged hammer map that I have posted on TWP have fun http://steamcommunity.com/sharedfiles/f ... =174881624
BlackCube
A puzzle settled in a black cube. Hazards includes: -Live turrets! -Dangerous goo! -Your own clumsiness! But wait there is more: -Light bridges. (Yes, actual bridges made of real SUN LIGHT!) -Funnels. -That funky orange stuff, that makes you run ultra fast! Exited? What are you waiting for; GO! V01.0 - First release. V01.1 - Fixed some exploits.