Portal 2
Wheatleys missing chamber 1
My mapping contest entry. A wheatley inspired test with a basic puzzle. Changes fixed - broken tv cube running into water and getting stuck area portal errors getting stuck and having to kill your self overpowered turret added- glass cube dropper retextured wheatleys monitor lab window better toxic slime
[Coop] Kyo's Testing Enviroment
This is my second ever publicly released map. The first was a now ancient HL2DM map called undertow_v2. It had a lot of issues but found its way onto at least one server rotation which I was most pleased at. Nothing too complicated here for this coop map but some quick portal placements are required. Any issues or comments please use the contact page on my website at http://www.kyorisu.net. 1.1 Notes Fixed being able to skip first section without using the cube. Fixed jump in third area sometimes failing. (Catapult reports it's altering player trajectory but sometimes sends you into a wall). Minor appearance modifications made to second and third areas. 1.2 Notes Aligned some textures. Replaced some visible nodraw texture. Other misc fixes related to me being an idiot. Nothing players would notice. 1.3 Notes My airlocks replaced by ones made by chickenmobile which match Valve's implementation. Minor texture alignment. Adjusted some info_placement_helpers End instance room will now look for mp_coop_kyo_02.bsp (unreleased). Quit through the menu or force a changelevel through console. Well it should I've only tested on my local machine. Screenshots http://i34.photobucket.com/albums/d142/ ... 010003.jpg http://i34.photobucket.com/albums/d142/ ... 010002.jpg http://i34.photobucket.com/albums/d142/ ... 010001.jpg http://i34.photobucket.com/albums/d142/ ... 010000.jpg
Chronus - Coop Series Test Chamber 1 v2.0
My first publicly released map. This one is all about working together, timing, and using the excursion funnel. Difficulty: Intermediate Changes for V2 +Added some extra info_placement_helpers to guide portals. +Coop exit door should now function properly...it opens! +Blocked off the cube dropper to prevent cubes from being grabbed mid-air. +Moved exit panel so crouch-jumping could not land you in the exit alcove. +Reworked the three emaciation fields to prevent exploits +Cleaned up some textures. +Cleaned up some instances.
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!
Mobius Chamber 1
I was originally going to release Mobius as one big map, but it ended up getting a bit laggy in hammer, and difficult to work with while I was only 1/5 of the way done. I am going to split Mobius into separate parts, this being chamber 1. Chamber 1 consists of 8 subchambers, (seperate little test chambers,) and 2 escape opportunities. Subchambers 1-5 are pretty straight forward, but the last 3 are a bit harder. Subchamber 6 will probably kill you the first time; just a head's up. When I complete all the maps, I will update them so if you have all of them, they will link to each other allowing you to play through all the chambers without loading a new map manually. Mobius will also have 3 different endings! You can go through the tests like a good subject, or escape in pursuit of knowledge or vengeance. And again, I'm still a pretty novice mapper. Any constructive criticism would be much appreciated. Have fun!
Portal in air
In this map you place portals while being in midair. Try to avoid landing on the ground except if it is meant to.
Thinking with Companion Cubes (New Devices)
Thinking with Companion Cubes This map involves new toys to solve puzzles with like.. The Portable Bullet Proof Shield Device The Portable Gel Expelling Device The Portable Laser Emitting Device The Portable Wall The Portable Catapult Device The Portable Ramp The Portable Bridge Dispensing Device The Portable Bomb Exploder Device The Portable Monitor & Cam The Portable Flying Device The Portable Excursion Funnel Shooting Device ... and more to come : ) This was basically a test to bring new elements into Portal 2. Also included is a playground map with all of these inventions. Let me know what you think : ) --- use a steady hand when carrying these devices they may get out of control //Fixed [spoiler]a bug with the Excursion Funnel turning off prematurely if you are not holding on forward as you go up it. It should now turn off even if you are not holding down on forward.[/spoiler] //also added the vmf file as per request
[Coop] Redirecting Redirection
This coop map revolves around redirecting redirection cubes via funnels, and the magic that follows. This map is a little tough though, you might wan to pre-lube for it. This is a updated edition just for the contest, so you might want to double up on lube just in case.
[SP] Infinifling V2.5
Infinifling pits the player directly into a chamber filled with redirections (we had to have some) and mechanics built on prevailing mid-air portaling techniques, though with less difficulty and more fun.
Cube Travel
Hello. This is my attempt at mapping for Portal 2 for the contest. I really wanted to try my hand at co-op since I'm not too interested in single-player mapping, plus I like the co-operative effort involved in solving a puzzle. Mine probably isn't too difficult (maybe not even), but hopefully people might find it to be interesting. Nothing new, really, but does require people to solve before they jump in, I suppose. Also, hopefully I uploaded everything properly. Two images: http://db.tt/qpauFUt http://db.tt/jn6sSXF Looking for some feedback before the deadline, so please help.