Portal 2
CoopCrowd Race .:Time = your enemy:.
coop race. the loser will die very painful. this map is kinda hard, it will frustrate you a bit think. THERE IS ONE KNOWN BUG: don't block the moving platforms in the first chamber, this can make the ''puzzle'' inpossible. special thanks to coopcrowd!
sp_custom_monstereuthanasia
Show compassion towards Wheatley's monsters and help them out of their misery... Note: Reuploaded to the right category.
Infinite staircase with a few suprises
Testing out a way to re-use connecting areas in maps to save space. Video
(Instances) Extra Elevator Instances
This is my first time uploading a file to thinkingwithportals. If I forgot anything, let me know. You ever look inside the turbine_elevator folder in the instances folder and browse through the elevator vmfs. To find that for the departure elevators, Valve only has the fixed one going up and the destructed one going down? What if you are making an overgrown style map but want your exit elevator to go up? This is where this comes in. Supplied in the zip archive, you will find 2 extra elevator bases. One that is destructed and goes up and one that is fixed and goes down.
Portals Through Time (Part 1) - Intro
Portals Through Time is a single-player series of puzzles built for Portal 2 and created in the Hammer engine over the course of 12 weeks. Players embody the main character, Chell, as she solves puzzles in test chambers created by the antagonist, GLaDOS. This series of chambers features the new mechanic of relative time travel. Players can go though a time machine entrance and exit out in another time and area of the chambers. The player starts in the present time period, where the chambers have fallen into decay and are overgrown with foliage. They must solve the test chamber by using mechanics still functioning in the past and bring them into the present.
[SP] Turret Syndrome
A really Short Map. No Ninja Skills Required. Don't curse to much if you can't make the jump! Known Bugs: - Non Intended Deaths Known Exploits: - Non yet, I hope it Stays that way^^ Personal Goals: - Have a little bit fun Mapping. Changelog: 1.01 - Fixed maybe possible Exploit - Fixed annoying Sounds.
Save the cube from the evil turrets!
WARNING! If you die, you have to exit out of the game and come back in. The elevator has a few problems but I hope I can fix it. Also at the end, once in the exit elevator, you have to exit out of the map yourself. Have fun and save the cube!
WIP: cg5_01 "Gel+Bridge=Win"
My first map for any Source game. 3 chambers centered on combining two specific puzzle elements (I wonder which two those might be?). Map is pretty WIP; there is almost no detail, although the puzzles are fully functional. I think the last puzzle might be too hard. There are also 4 "pseudo-achievements" which can be found by completing rooms without using certain puzzle elements.
Black Rooms
First time making a proper map for any game. This has 4 chambers and it was to help me understand how everything works. Not all puzzel elements have been used only some of the basics have been used. Not to sure on the lighting either, never had to do much lighting on other maps i used to play on CSS so this is somwhat of a first. I hope you have as much fun playing this as i did making it. O and please note, this probably needs a few more "indicators" but im sure you guys will figuare out where to go. More/Larger Images: http://steamcommunity.com/id/MaD2ko0l/s ... tab=public http://steamcommunity.com/id/MaD2ko0l/s ... tab=public http://steamcommunity.com/id/MaD2ko0l/s ... tab=public http://steamcommunity.com/id/MaD2ko0l/s ... tab=public
Filtered Testing
A three test map in a destroyed theme with Wheatley observing your tests. The puzzles were originally created by Imanex, Waqlerg, and L1zardr0ckets. The music was created by Powerpunchclan and Morgoth. Custom fizzlers by LPfreaky90 and FourthReaper. I had a lot of trouble uploading this to the workshop, so I figured I'll upload it here and call it a night. Comments and unintended solutions are appreciated.