Portal 2
The Bigger Picture v1.2
The Bigger Picture Version 1.2 A challenging Co-op chamber This map was reworked to include a central hub that ties together each of the three rooms. This map forces player to work together. Not only in trying to solve the puzzle but also to help each other move around the rooms. Changes from Version 1.1 -Fixed Platforms in second room -adjusted lighting in second room -fixed trapdoor in first room (now it falls away properly) -added more portal helpers -adjusted textures
Portal 2 Gel Types Example
Example map demonstrating the basics of gel (propulsion gel, repulsion gel, conversion gel, water) in Portal 2. Includes both source vmf and compiled bsp
twocubesV2
This is my first map. It's really short and my puzzles are easy. I hope you will enjoy it anyway.
Fun With Paint
Every puzzle in this level revolves around using the speed and jump gels. This is the second level in a series of 5. Fun With Gravity Fun With Funnels - (Community Roundup) Version 1.1: Made a change to the second room Took the files out of the vpk Version 1.2: Reverted room two back to its original form. Moved faith plates in room three to the center of the room, so the player does not land on them. Version 1.3: Removed the vpk file.
Out Of Reach
This is my second attempt map making. It is a medium difficulty map with lasers, cubes and funnels. I hope you enjoy the map and please report any bugs you encounter! Map updated! Again! - Removed the shortcut - Some visual updates
Postmodern Puzzle
Aperture Laboratories have hired a postmodern artist to increase the visual appealingness of their testchambers. After he had four attacks of selfpity on the first day, Aperture has discovered that computers do the same work 13% faster and 128% more aestheticful. -------- Very first own Portal map. Comments and Critism are requested. EDIT: I have edited the map now. People complained that it was too bright for them and the doors caused problems. The light was changed and the doors look really bad right now but should work. I will try to fix this tomorrow.
NYS-5 Hard Mode
A reworking of NYS-5. Upping the difficulty, changing the puzzles and bringing up the quality. Overwrite NYS-5 Series with this in the meantime until all maps have been converted. 1 of 5 maps hard-mode ready.
[beta] gel race tunnel
This is a construction kit for a gel race tunnel coop map. Inspired by the 'Gelocity' map of Raidix. I have worked on serveral prefabs to easilly create an gel race track coop map. We have tested the prefabs serveral times and build up different maps with it. Iam nearly done with the map, but there is big problem with the speed-gel visibility for the person which connects as the client. That's why Iam uploading this map and all of my prefabs + vmfs to WIP-Section. Features: - speed gel race track with jumps, obstacles, portal flinging, jump gel - lap counter, different music, start and finish animations - 2nd player can catch up I really hope someone has time to look into my vmf's and help me to fix some problems: - visibility of the gel for the client - "Catapult launch target not networked to client! This will make prediction fail! Fix this in the map." ('info_target' flag is for client is checked) - "Multiple Lights on a Face at x.y.z" (Iam not good at placing lights) - any other problems? Regards PortalCombat
Diversity single player map
my first map. never mapping before. lasers, funnel, hard light, ... . please note and discuss about improvements to make. thank's to you for playing my map.
Get the Gel
This is my first released map as well as my entry for the contest. I hope you like it. It is a single puzzle consisted of 3 smaller sub-puzzles, and features: - Light Bridges - Turrets - Funnels - Bounce Gel - Other hazards and puzzle elements Let me know what you think, and please report any bugs or problems. Note: I might have overused "hint" signs on the floors, let me know if I made it a bit too easy. Note 2: As required, the source VMF file is included. Notice that it requires (and includes) two custom instances. Updated to version 1.7: -Added grates to the washing stations -Added music -Added exit sign and made room numbering more obvious -Fixed a shortcut Updated to version 1.6: -It's now impossible to pass Room 2 by standing on the cube. -The exit was lowered so it's easier to reach. Updated to version 1.5: -Invisible fizzler removed from the entrance to Room 1. Grate added instead. -Two "cube washing" stations added. -Visible timer added to Room 2 -Fizzler in Room 1 made taller. -The jumps in Room 3 made easier. -Button added to the cube dropper in Room 3 -Many aesthetic changes -Other minor changes