Portal 2

CuberZ - the first map
Uploaded by R0DNEY · Feb 11, 2012
12 comments · 3.6 (7)

This is the first map from a hopefully nice series. Here your main tools are the cubes. Do NOT underestimate them! If you solved the test chamber, a harder verison is also included, but start with the easy one, because it has more content. And send feedback! http://www.kephost.com/images4/2012/2/1 ... va8g5h.jpg http://www.kephost.com/images4/2012/2/1 ... 4wmesn.jpg

CuberZ - the first map
Advertisement
Registered users don’t see ads! Register now!
Kinda cold in here
Uploaded by noam2000 · Feb 11, 2012
8 comments · 2.5 (8)

its kinda cold in this map

Kinda cold in here
tripwire turret
Uploaded by aladin676 · Feb 10, 2012
0 comments · (No ratings)

This is meant as a tutorial on how to create a tripwire that you can see in game, rather than being invisible. This specific map triggers a turret, but it can be used for many different occasions. I hope this is useful to someone.

tripwire turret
KA Level 2
Uploaded by Knatte_Anka · Feb 16, 2012
6 comments · 5.0 (2)

SP KA Level 2 Verison 0.35 This is my second map that is not as normal "Portal 2" maps, but it have some new thinking puzzles some may be better then other (i know of it) Info: Difficulty 2/5 Death-rate 2/5 New thinking 4/5 Included types of moments: A diffrent type of Maze New type of Bridge walking Little speed jumping And some "speedy thing in - speedy thing out" Install and uninstall: copy map to portal 2/portal2/maps (you may delete the old verison if have any "SP_KA_maps_level_2_xxx-bsp"(xxx = verison number) to run map type "map sp_ka_maps_level_1_xxx.bsp" ======Change Log====== V0.36 Bug Fix For metal grid not solid. v0.35 last version ready for WIP release Later Versions Todo List: * Get feedback and fix any bugs or errors.

KA Level 2
Toussonian: One
Uploaded by XnowFM · Feb 16, 2012
11 comments · 4.4 (8)

Hello Testsubjects, this is my very first Portal 2 map. I think it is an quite easy and pretty straightforward map. Since it is the first map I've created with the editor, I, at the start, didnt pay attention to the texture-corresponding sizes and I regret it now, but I hope you can see past it. I'm also aware that it does not have a lot of details. This map might be re-made in the Toussonian Mappack (with correct sizes for textures), which I'm currently working on with a friend. I welcome all balanced feedback you have! Have Fun! - Update v1.1 Added a panel. This way, the second player has to be more involved, in order to solve the puzzle. A little bit more timing and running needed. Still short and quite easy though. Have fun!

Toussonian: One
Oblivious Paranoia (Portal 2)
Uploaded by red_ozone · Feb 10, 2012
19 comments · 3.8 (12)

This campaign was originally just an aesthetics test, but evolved into a 15-20 minute campaign. The ending is... terrible. But hey, the rest is really pretty! Contains: -Custom Textures -Paint -Flinging -Time Travel -More Time Travel -A joke The tests aren't particularly difficult. If the last one seems broken, reload the last save. This is a very rare event to occur, so most likely you'll be okay. If anyone does actually want to make a walkthrough, go ahead, I won't stop you. Anyway, enjoy the map! Don't forget to rate it and perhaps comment on ways to improve it!

Oblivious Paranoia (Portal 2)
Gel Dropper instance
Uploaded by ChickenMobile · Feb 09, 2012
5 comments · (No ratings)

Instance of a gel dropper that comes from a standard cube dropper. ============================================== = GEL DROPPER INSTANCE MADE BY CHICKENMOBILE = ============================================== This instance covers every available, working gel in Portal2. It has presets for each gel when you specify the type. Please note: Options are CASE SENSITIVE therefore you will need to type 'Bounce' instead of bounce and 'BigBlob' instead of bigblob etc. Instructions: 1. Place an func_instance inside your map and point towards your gel dropper instance. 2. Name this instance 3. Select your Gel type for $PaintType. Options: 1. Bounce 2. Speed 3. Erase 4. Portal 4. Select if it will spawn as a BigBlob or a constant stream of gel for $BigBlobOrConstant Options: 1. BigBlob 2. Constant 5. If it is 'BigBlob', set $TimeBetweenBigBlobs as a number for time BigBlobs spawn after each other (2 seconds is a good time) Notes: 1. BigBlobs are treated like physics objects which can be catapulted by faith plates and explodes when in contact with other BigBlobs 2. BigBlobs cannot press buttons 6. If you set $DropperInitiallyDisabled to 1, you will need to manually turn the gel spawner on using an output. Create an output from your activator (i.e. a button etc.) and then point it towards your gel spawner, then select from the 'Target Input' drop down menu: 'instance:StartGel;Trigger'. If you want to stop the gel from spawning choose: 'instance:StopGel;Trigger' 7. Profit?!?! P.S. I cbf uploading a thumbnail its nearly 4am. Good day

Gel Dropper instance
Sp_Laser_Test
Uploaded by mysteryman141 · Feb 08, 2012
10 comments · 0.0 (7)

This a short profesonal map I made. Very small, Very easy. All Finished Added lots of stuf and fixed stuff too!

Sp_Laser_Test
Trip To Freedom
Uploaded by Zim808 · Feb 06, 2012
8 comments · 4.6 (14)

read the "Readme if you wanna"

Trip To Freedom
Advertisement
Registered users don’t see ads! Register now!
Light Beam Platform (from Portal 1)
Uploaded by Skotty · Feb 06, 2012
10 comments · (No ratings)

Just because Portal 2 is a newer game there is no reason to waste old testing elements. A good example besides the Energy Balls (Working Energy Balls + Clean models + Instances) are the Light Beam Platforms. They can be used everywhere because they don't need any fixed points with walls like Portal 2's moving platforms. In this pack you have 5 instances: BeamPlatform_Beam: Here you have a preset env_beam where you have to set the start and endpoint of its beam. BeamPlatform_Corner: Thats the corner for a Light Beam Platform track. BeamPlatform_End: Thats the end platform for a Light Beam Platform track. BeamPlatform_Wall: This is a wall emitter for the Light Beam. For the first two instances the func_instance center is the point where you have to put your path_tracks to. The wall emitter needs to have the path_track on the same layer but of course a bit futher from the wall. BeamPlatform_Platform: Thats the platform itself with some settings. It's moving from MapSpawn on. Make sure to give all instances/parts that belong to the same Light Beam the same fixup name! For multiple platforms per track you have to use of course different ones. This just causes that the toggle won't work. In this pack there are also the missing models and textures for all the parts of the Light Beam Track. I recompiled the corner model and made it to a static prop. Please make sure to use the light_rail_endcap2.mdl and not the light_rail_endcap.mdl. I hexed that model because Valve made some texture tries on the original one in Portal 2's VPKs and it looks unfinished.

Light Beam Platform (from Portal 1)