Portal 2
Lp's Fizzlers
This pack contains multiple instances for fizzlers. It also includes textures and instances for death fizzlers. They are combined laserfields and fizzlers! The instances should be self-explanatory Have fun with them! NOTE: if you want to use these textures in your map, make sure you include them in your bsp! Fixed in v2: * An issue with the antique fizzler.
Four Rooms
This is very hardcore map -testchamber for a co-op team. The design is easy handled, but the correct solution isn't. You need to think how to collect 4 balls and 7 cubes! if you think,this map is not ending. please watch the my trailers.
[sp] YinYang_theLAGmaster
This is my entry map for the Summer Mapping contest and also my very first Portal map. I hope it will provide some challenge. (yes its spelled yin yang swift ty)
mp_coop_doors_v_1_03
Simple coop map for the Portal 2
Getting Back on a Track 1.1 (Updated)
A map I plan on finishing up a lot more and including in Back-Stock I was working on this all the way up until the last minute, I didn't even get time to do a full compile on it. its got some bugs, but I hope you still enjoy also, I swear I "submitted" this like 10 mins before the deadline, it just took a while to upload Bugs I know about but didn't address due to time restrictions: The ride starts a bit jerky The ride may start with a cube really close to you Wheatley has nearly no emotions, and says nothing Wheatley happens to just disappear at the end of the ride The conveyorbelt segments overlap When you load from a quicksave wheatley is off his track Its really dark.. because I didn't do a full compile in the actual chamber: the button doesn't respawn the cube when you loose it, which means you can get stuck the excursion funnel will eat up your cube when you set it to reverse there is some visible nodraw, but it isn't really bad, since it has stuff behind it to draw. the elevator ride goes forever (or until your game crashes) Edit: Now that I see that this is featured, I guess I'll upload a fixed version, where I split the map into 2 bsps because it was so large it couldn't run a full compile on the whole thing
BubbleNut Zero
Bubblenut rotates, letting you walk on the walls and ceiling as you complete it.
Crusher Instances (many custom options)
These crusher instances are aviable for 1 side and 2 sides (opposite). You can do the following: Use a Reset Timer for auto-reset after crushing. Use a Solved-Relay that brings the crusher to "de-crushes" state (even if moving). Use single relays just to crush or uncrush without any automatic reset. Use the Status value - set a name of a math_counter and the crusher will add 1 if crushing and subtract 1 if uncrushing. (For multiple crushers). Just don't forget to kill/deactivate the not used features with a logic_auto at mapspawn. Use this well-thought-out crusher system to create crushers in all variants easily.
[sp] Oxide
Single player contest entry theme: destroyed
sp_dred4
I made this map over the last two days. Nothing amazingly complicated but it's a start.