Portal 2

Portal Era : Part 2
Uploaded by twxootb · Dec 31, 2012
3 comments · 5.0 (3)

Hammer Adventure Final Version -- Medium Difficulty -- 20-30 min - Autosave =============== Story =============== Place : Aperture Center Year : Unknow You just fall. Try to escape this place and find a way to the surface ! =============== The Trophies Quest =============== They are 5 Trophies in the level. Will you find all the hidden trophies ? -- You can DOWNLOAD it from the workshop : http://steamcommunity.com/sharedfiles/f ... =116823978 -- Please keep on noticing the bugs and problems you encounter. -- "Portal Era : Part 3" is comming soon... -- Have Fun !!

Portal Era : Part 2
Advertisement
Registered users don’t see ads! Register now!
[SP] ML's Jailbreak Labyrinth
Uploaded by MasterLagger · Mar 03, 2012
29 comments · 4.2 (20)

A map where the player is imprisoned and must find a way to escape the prison cell and escape Aperture. This map introduces a new element (Key Cards) which, on obtained, will unlock certain doors inside the facility. They're small and white. Although there are certain save points in the map, I recommend player to manually save there game whenever your in a safe spot. This map is somewhat difficult, dangerous, and large. There are a few Easter Eggs in this map as well. Credit to lpfreaky90 for making the Relaxation Chamber (although I made a few tweaks to it). Thank you lpfreaky90!

[SP] ML's Jailbreak Labyrinth
Co-op tube ride sequence
Uploaded by Mr. P. Kiwi · Oct 12, 2011
1 comments · (No ratings)

This is an instance that when triggered causes a sequence in which Blue, Orange or both go flying through a set of vents, like the one that leads to and from the 'DLC room' in the hub. To activate it you need a trigger_playerteam that will tell the instance what sequence to start (Blue/Orange; Long/Short) and to enable/disable the trigger_teleports. You should also place two trigger_teleports - one for Orange and one for Blue. these should be enabled when the corresponding bot arrives and disabled when he leave's the trigger_playerteam brush. There are four alternate remote destinations for these brushes: @orange_tuberide_long_teleport_trigger @orange_tuberide_short_teleport_trigger @blue_tuberide_long_teleport_trigger @blue_tuberide_short_teleport_trigger You can also have up to four point_teleport entities, from these the player will re-appear in the map after the sequence: @orange_tuberide_long_teleport_trigger2 @orange_tuberide_short_teleport_trigger2 @blue_tuberide_long_teleport_trigger2 @blue_tuberide_short_teleport_trigger2 YOU MUST NAME THESE ENTITIES APPROPRIATELY, otherwise the instance won't work properly. Hope you'll make the best out of it, I'm sure I will.

Co-op tube ride sequence
minipuzzle
Uploaded by watanukikun · Jun 18, 2011
2 comments · (No ratings)

my second sp map. there's a puzzle that most use panels. If anyone can make all 36 panels up,please let me know and I will change the number. A screenshot is inside this topic. Please don't fall from chamber ,otherwise load map again.

minipuzzle
Lightning Strike
Uploaded by h0ckeyb0y21 · Jun 01, 2011
9 comments · 3.9 (14)

This is my first map for Portal 2 and I am just looking for some feedback on how you guys like it. I tried to make it a little challenging so let me know what you guys think.

Lightning Strike
Speed Tower
Uploaded by SandvichBlock · Jul 09, 2012
5 comments · 2.5 (2)

A clever gel map I made with a friend.

Speed Tower
[SP] Advanced Flings
Uploaded by Gig · Mar 03, 2012
10 comments · 5.0 (14)

A short and easy map using portal trickery and some manoeuvres, this should about 10 minutes, my unreleased singleplayer maps are pretty hard, but my coop ones aren't so hard, i need to make more hard coop ones Puzzle: Gig Level Design: That Greek Guy

[SP] Advanced Flings
A box of dimensions - Appetizer
Uploaded by That Greek Guy · Oct 12, 2011
26 comments · 5.0 (19)

This is a one of tha maps from my soon to be released "A box of dimensions" coop campaign. It was supposed to be the first part but because of some technical difficulties i isolated it into this. Update : forth and last version, all glitches fixed. (version 3 was completely broken) Its a 2 test chamber map with the second chamber being the highlight. it uses world portals and is particularly difficult.

A box of dimensions - Appetizer
The Tower
Uploaded by Marise · Jun 17, 2011
9 comments · (No ratings)

Clean chamber design with funnels, lasers and turrets. Objective: get to the top level.

The Tower
Advertisement
Registered users don’t see ads! Register now!
Marlow's Coop Airlock Spawn Instance example
Uploaded by Marlovious · Jun 01, 2011
7 comments · 5.0 (2)

I've spent the last few days remaking the coop airlock/checkpoint spawn. I've tested that this works with the stock coop spawn. If any bugs are found let me know. This is made to be dropped right between two chambers. The default door state is closed/locked. You can use a simple logic_auto to open the entrance or exit(debug), or use a relay after a puzzle. Included files: Demo .bsp and .vmf instances- airlock entrance door airlock exit door (requires entrance door) entire check point (requires all other .vmf) Feel free to edit the instances to fit your needs.

Marlow's Coop Airlock Spawn Instance example