Portal 2

[SP] Experimental Challenge
Uploaded by kwp21 pitts · May 25, 2011
47 comments · 4.4 (26)

This is a revamped version of my map. Along with the original vmf, and instances. Feel free to comment! Bugs? Errors? Problems? Email me or visit the forum. Note to downloders: Please don't take credit of my work Another note to open a 7z file go download 7zip from http://www.7-zip.org/ (I posted this because I recieved a couple angry messages from some people that couldn't open my file) UPDATE!! Code: Select all2.4 6/6/2011 [FIX] Fixed case where the player can skip a portion of area 1 [FIX] Fixed minor timing issues with the panels in area one [FIX] Fixed potential problem in the second area that could cause the level to be uncompletable by sticking either th cube or the sphere on the upper ledge in area 2. v2.3 6/3/2011 [FIX] Altered the mechanics to be instances (This just makes it easier to do improvements) [FIX] Minor Skybox changes [ADD] Added a few details on the panels in the first area v2.2 6/2/2011 [FIX] Fixed case where player could get stuck in the tractor beam [FIX] Improved skybox details v2.1 6/2/2011 [FIX] Fixed case where player could jam the weighted cube back into the spawner, potentially can cause the level to be uncompleteable. [FIX] Fix case where the laser could be enabled without both the cube and the sphere [FIX] Fixed skybox visuals and added fog v2.0 6/1/2011 [FIX] Fixed case where box would snag under button [FIX] Optimized map futher for cheaper use of memory [FIX] Removed an unnessary particle emitter and target [FIX] Fixed the second area catapults to prevent annoying back and forth deal, and extended space [ADD] Added further details to the level v1.9 5/31/2011 [FIX] Changed puzzle elements to further promote a challenge [FIX] Dimmed down some lights that appeared too bright [FIX] Removed some obsolete puzzle elemants that nolonger did anything [FIX] Changed some textures for athstetics [TMP] Removed music for now v1.8 5/30/2011 [FIX] Fixed some athstetic issues [FIX] Fixed some texture issues [FIX] Fixed some overlays [ADD] Added new panel effects in the first area [ADD] Added new effects to show and hide the push button in area 1 [ADD] Added sound effects to the sphere dump v1.6 5/28/2011 [FIX] Fixed all lighting in every area [FIX] Fixed potential problem with panels getting stuck in the out position [FIX] Replaced textures on the panels near the exit v1.5 5/27/2011 [FIX] Finally fixed the issue in the second area that would cause the player to be unable to exit even with all laser relays on (I personally apologise about this one) [FIX] fixed some cubmap issues with the ceiling pipe [FIX] fixed minor lighting issues v1.4 5/27/2011 [FIX] Fixed panels not lighting correctly in area one [FIX] Made major tweeks to the lighting [FIX] altered area 1 +2 textures to make the puzzle a little more challenging [ADD] Observation rooms added [ADD] security cameras added v1.3 5/26/2011 [FIX] Shortened Ramp, Detailed it, and did some minor details around it [FIX] Reduced number of overlays to free up memory [FIX] Added a new door near the exit elevator (Has an area_portal to control how much is rendered at once) [ADD] Added a third turret [ADD] Now the wall of panels in the second area are now more detailed v1.2 Contest-Release 5/24/2011 [FIX] Remove unnessary functions and actions [FIX] Changed the moving goo dropper to best fit the feel of the map [ADD] Music now plays in the chamber [ADD] Skybox now added [ADD] Detail added pre-contest updates v0.9 5/23/2011 [FIX] Fixed Lighting Between Area 1 and 2 [FIX] Added a lock fuction to prevent the button from reactivating the process cycle when it is already running [FIX] Fix checkmark indicators not appearing in the second area [ADD] New obsticles added and redesigned puzzels made [ADD] Extra panel Effects in Area 1 and 2 [ADD] Level Sign (not yet setup) v0.7 5/22/2011 [FIX] Fixed an issue that allowed players to put portals in bewteen the two areas(Fixed with Emancipation Grid). [FIx] Turrets are now more aggressive (but not too agressive) ,and will shoot at a farther range with the added ablity to push the player. [ADD] Added some more Panel Effects to the first area. [ADD] Enabled video effects in the arrival and departure elevators v0.6 5/21/2011 [FIX] Fixed textures not appearing correctly, this was from the game tring to look in the wrong directories. [FIX] Made a cube respawner near the turrets to prevent the possibility losing the cube in the slime water, causing the chamber to be impossible to complete. [FIX] Changed the floor textures in the next area to prevent players skipping some bits of the solution. [ADD] Made special "in wall" cube droppers in the second area. v0.4 WIP Release

[SP] Experimental Challenge
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Interruption
Uploaded by Misterpixel · May 24, 2011
17 comments · 5.0 (27)

A simple puzzle with a bunch of environmental effects and cinematic-like sequences - my first map. Updated to stop you from avoiding the end by hiding in the door, and made it automatically load the next map ("Destruction") if it is downloaded.

Interruption
Bottomless Endeavor
Uploaded by Amwryn · May 24, 2011
5 comments · 5.0 (3)

First attempt at mapping anything but generic boxxes. Very much a work in progress, but im interested to see what (if any) feedback I get.

Bottomless Endeavor
Don't Make Lemonade
Uploaded by taboo54 · May 23, 2011
51 comments · 5.0 (40)

My second community release ! 19XX aperture is my favorite theme visually, but mapping it poses a real challenge. The gameplay is very Portal 1 esque, with no real new Portal 2 elements. Anyways, I hope you enjoy this map! Screenshot: http://img638.imageshack.us/img638/8181 ... hotrts.jpg EDIT: -More indicator strips and arrows -Made the platform to the second part of the map easier to see -Player can no longer take the cube with them to the second part -Polished up some areas

Don't Make Lemonade
Hallway
Uploaded by That Greek Guy · May 23, 2011
18 comments · 4.0 (15)

A small map with 2 test chambers . The 2 players are seperated until the end and have to help each other get through their separate rooms.

Hallway
Cube Collecter
Uploaded by moikiz · May 23, 2011
16 comments · 4.4 (18)

This is my very first map that I have ever created in any sort of mapping program so haters are gonna hate. For my first map it's actually fairly good. The object of this test chamber is to collect the 3 weighted storage cubes so as to open the exit door. It's fairly simple really.

Cube Collecter
[Instance] Ramps
Uploaded by MrLawbreaker · May 23, 2011
2 comments · (No ratings)

I made some ramps out of 5 64x64 panels the ramp goes up by a height of 80Units. In the Download you can find 4 different types of the ramp.

[Instance] Ramps
Template textures + common prop gallery (vmf)
Uploaded by DaMaGepy · May 23, 2011
4 comments · (No ratings)

I usually start my maps with this template: - It contains my favorite Portal 2 textures applied on small cubes (so I can check "display only used textures" in hammer texture browser) - I placed my favorite (most common) props: vegetation, broken ceilings, debris... Its easier and faster to check the props like this (I just copy them from here). I can also see their sizes etc. And for the textures, it makes browsing faster. When I'm done with my map, I just delete the room note: delete the player_start and the trigger_auto that displays the starting text

Template textures + common prop gallery (vmf)
Old Aperture portal gun reskin
Uploaded by Dai otaku · May 23, 2011
9 comments · 5.0 (1)

A re Skin of the portal gun with the Old aperture portal gun!!!!

Old Aperture portal  gun reskin
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Crushers Instance
Uploaded by Brits · May 23, 2011
2 comments · 5.0 (1)

For all the crusher lovers, here is an instance including two lovely crushers colliding together. You can control them and set the times between opened and closed positions. UPDATE 1: updated with func_instance_io_proxy for easier I/O. Replacable variables: $time_to_open <float> [default: 1.5] The amount of time that the crushers spend closed. $time_to_close <float> [default: 4] The amount of time that the crushers spend opened. If you see ??? in your func_istances properties, don't worry, these values do work as default. If the stop_crusher is triggered and the crushers are still moving, triggering the start_crusher won't do anything. You have to wait for the crushers to stop. This is my first instance, please report any bugs you find!

Crushers Instance