Portal 2

Tower Defense 2
Uploaded by PortalCombat · Dec 12, 2011
20 comments · 5.0 (13)

More difficult Tower Defense Map with better design, larger map and more stuff to use. This is a Tower Defense Coop Map with Portal 2 game elements. I've added a ingame tutorial to let you see how it works. Special thanks to BlumCoLe for playtesting and suggestions. Screenshots:

Tower Defense 2
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mp_coop_deside
Uploaded by audiotrash · Dec 12, 2011
14 comments · 4.5 (10)

This map is released for testing. It might be changed/will be fixed. Ideas and feedback: add "audiotrash" on steam or post here. Anything is appreciated.

mp_coop_deside
[SP] sp_ccbs_01 v. 1.1
Uploaded by Bl4ckSky · Dec 12, 2011
13 comments · (No ratings)

The first map from my custom campaign. It's a tutorial level. Difficult: Easy Release? I dont know. Bugs? Please report. V. 1.1 Elevator [FIX] New Stuff -------------- More Backstage More Voice Ambiet Sound (Tube Sound)

[SP] sp_ccbs_01 v. 1.1
3mapstart
Uploaded by guckzurlinse · Dec 11, 2011
3 comments · 5.0 (2)

i just need some review. one chamber to solve. there is no signal light yet.

3mapstart
portal in space 1
Uploaded by GLaDOS CUBE · Dec 11, 2011
3 comments · 0.8 (6)

this was supposed to be in the wip Category. late night.

portal in space 1
Demo: Chell Returns to Aperture Laboratories
Uploaded by MasterLagger · Dec 09, 2011
19 comments · 5.0 (10)

This is a demo for the MapPack I'm making. Don't freak out when you start without a Portal Gun, because you'll get one later. This demo contains the first two maps of the MapPack. There are also some Easter Eggs that aren't too hard to find.

Demo: Chell Returns to Aperture Laboratories
Moth's Useful Instances
Uploaded by Moth · Dec 13, 2011
14 comments · 5.0 (4)

Some useful instances I made, that can serve two purposes: * Quickly add nice things to your map * Deconstruct, use bits, make new bits, gain UNDERSTANDING My plan is to expand this as I make more stuff. Each instance has an accompanying screenshot of all 4 Hammer views, so you can see what it looks like without launchiing any tools. Click 'show' below for a full list of contents: [spoiler]*** ApSigns (1 instance) aperture_1970s_gantry ----------------------------------- 1970s style Aperture logo, suspended from solid metal beams, with ambient spotlamps *** Destroyed (2 instances) DestroyedWall ----------------------------------- Off-grid deformed black tiled wall DestroyedWall2 ----------------------------------- Black tiled wall with missing pieces and bts back panels *** Dynamic (2 instances) glass_platform ----------------------------------- template for a telescopic moveable plat. supports players, turrets, cubes, etc Huge_Fan ----------------------------------- complete wall assembly that casts epic shadows. Starts on at map spawn. *** Factory (6 instances) dlc1_RoobotArms ----------------------------------- very small lab section with arms on a shelf, from dlc1 Freight_Boxes ----------------------------------- Motorized railed transport filled with metal containers glass_partition_01 ----------------------------------- A 3x3 detailed glass-panel wall section glass_partition_withDoor ----------------------------------- As above, with a doorway tubular_elevator ----------------------------------- Quick and dirty elevator. Scenery only but easily converted to a func_movelinear turret_storage ----------------------------------- Very tall storage area for turrets, with accompanying machinery. *** Gameplay (2 instances) RampArms_static ----------------------------------- Ramp made from panel arms. Some destroyed or missing. RampArms_static_collision ----------------------------------- Clip brush to exactly fit the above *** Lighting (6 instances) old_wall_light_300 ----------------------------------- underground-style lamp with sitably coloured light entity (300br) trussbox_curvedLights ----------------------------------- many very-wide underground-style floodlights, angled towards a central point underground_array_tower ----------------------------------- Used extensively throughout underground maps underground_array_towerLightArm ----------------------------------- Extra arms for the above underground_array_tower_leaning ----------------------------------- Alternative underground_array_tower with no arms *** Office (8 instances) big_empty_office_1970s ----------------------------------- complete 1970s style office building with one doorway. Just add furniture! chair_and_desk_1980s_XX ----------------------------------- 1980s style desk, chair, desk lamp, telephone, computer - 4 variations lab_furniture_01 ----------------------------------- Block of machines and a whiteboard observation_office ----------------------------------- Small 'control room' with glass windows, houseplant office_cube_3sided ----------------------------------- Template for making custom-sized offices/control rooms *** Spawns (1 instance) PlayerSpawn_in_DropTube ----------------------------------- Player spawn, with full portalgun-- falling intro, with a tube that auto-opens. *** Underground (8 instances) 45_angled_paint_sprayer ----------------------------------- Paint-pipe gusher, angled 45 degrees - as seen in a4_portal_intro map 1940s_reception ----------------------------------- Complete relaxation area in a 1940s style. 1970s_welcome_area ----------------------------------- underground-style elevator reception DuctSystem ----------------------------------- Miscellaneous hanging system of ducts platform_with_legs ----------------------------------- metal scaffolding with chipboard panels precarious_platform ----------------------------------- Hanging underground cube_dropper with suspended platform. underground_WallSection_01 ----------------------------------- Various brushes & models, stuck together to make an interesting underground wall[/spoiler] Feedback is welcome, please rate this and post your comments. I'll post when I update. --------------------------------------- New in r2: --------------------------------------- * Huge Fan that casts epic moving shadows * Tons of bts office stuff * Underground lighting * Factory stuff! File Name: Moth_instances_r2.rar File Size: 6.39?MiB Moth's Useful Instances

Moth's Useful Instances
Chapter 2: The Catacombs
Uploaded by BlackBird Studios · Dec 11, 2011
17 comments · 3.4 (16)

Welcome Back Test Subjects, This is the second chapter to the series "The Untold Truth". This chapter introduces the characters that will be seen throughout the series. As mentioned before in Chapter 1: The Escape, I do not tend to give hints and by hints I mean the blue/orange indicators. This map is not for people who want a challenge. As much as I wanted to make a challenging map, I wanted to introduce the environment along with a story plot to the people who are interested in seeing how my story turns out. So once again, this map is not challenging what so ever, if you thought Chapter 1: The Escape was easy, this is easier, but as stated, this is only the beginning. I promise to make challenging maps to go along with the story and Chapter 3 should be the map to uphold that promise. Thanks and I hope you enjoy, BlackBird Studios [News Update:] If anybody is intrested in a [CO-OP] project, I know that this amazing story I have in mind, will win any Portal Contest. I lack the skills for Hammer, but story is another thing. If you are interested in this story and would like to help, PM me. This story is lacking the skills, and I hate to waste this story with my knowledge of Hammer, so I'm thinking about halting these chapters, unless people say otherwise. If people want to see this story continue, I promise to put more effort into these maps, and maybe at the end, I can polish it up alot as one full download. Let me know what you guys think. [This part of the section is dedicated to the people who are nice enough to help me, as a Portal 2 Community Member, in my "Toughess Times".] I would like to thank MasterLagger for supplying me with his crusher he made. I would also like to thank "andyb" for supplying a very easy tutorial on Indicator lights, looks time consuming but I'll manage.

Chapter 2: The Catacombs
Observating
Uploaded by beecake · Dec 09, 2011
14 comments · 4.6 (12)

So i have been working on some kinda horror map... So the idea is: You just escaped from GLaDOS and now you are walking around in the observation rooms, trying to get out. You notice that she got a new test subject. You get flashbacks from the tests the person is doing. This is not a hard testing map. Only made for creeping you a little... Put on your headphones or turn up you volume a little. Go explore. Maybe you find small eastereggs... (I haven't finished up the eastereggs yet.) There is both a winning and a losing way... Now go explore the back of Aperture... Enjoy

Observating
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ML's Disc and Disc Player
Uploaded by MasterLagger · Dec 08, 2011
5 comments · 5.0 (1)

So I made a Disc and Disc Player in one of my maps. And since I couldn't find anything here (like an instance file or anyone bothering to make one) I decided to stick it up here. Even though this is an instance, you should open this file to copy and paste everything into your map instead of loading this as an instance in your map. The reason being is that if you want to hide your disc (the disc that the player interacts with is near the two purple cube, DON'T TOUCH THE ONE INSIDE THE TRIGGER) you won't be able to hide it if it's part of an instance. The default result of inserting the disc into the player is a message indicating that it works. Be sure to test it first to make sure it works before doing anything else with it. To change whatever result you want, change the logic_relay's Target output to whatever you want to be triggered. Please let me know if you have trouble or need help since this is the first time I have uploaded an instance. Edit: After some more testing, I realize that rotating the grouped objects (disk player, triggers, func_doors etc.) messes with the way the disk gets put in. So don't rotate the grouped objects either. I know that sounds like an inconvenience, but if your really insistent on rotating the device instead of rearranging the area you want the disk player to be located, then un-group the objects, change the "open" direction of the func_door. It's the purple "invisible" brush that touches the disc inside the trigger and goes into the disc player. Please comment if you have any questions or need better instructions.

ML's Disc and Disc Player