Portal 2

Chander Test 2.1
Uploaded by Chander · Sep 18, 2011
13 comments · 4.6 (14)

This is my two map. Please leave your comments. Waiting for an objective critic. Version 2.1

Chander Test 2.1
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Cube Travel
Uploaded by pptlpp · May 30, 2011
10 comments · 1.7 (3)

Hello. This is my attempt at mapping for Portal 2 for the contest. I really wanted to try my hand at co-op since I'm not too interested in single-player mapping, plus I like the co-operative effort involved in solving a puzzle. Mine probably isn't too difficult (maybe not even), but hopefully people might find it to be interesting. Nothing new, really, but does require people to solve before they jump in, I suppose. Also, hopefully I uploaded everything properly. Two images: http://db.tt/qpauFUt http://db.tt/jn6sSXF Looking for some feedback before the deadline, so please help.

Cube Travel
The Opening Hour
Uploaded by GameBurger · Jan 26, 2015
3 comments · (No ratings)

Now that GLADoS is gone, you are the only one who can still keep tests running for who knows what happens if they stop. ____ My first "big" project. The map is a mix of various Portal 2 map styles: factory, bts, chambers etc. Workshop page: http://steamcommunity.com/sharedfiles/f ... =380441134 Enjoy!

The Opening Hour
Sunbury Chambers 16
Uploaded by BierPizzaChips · Nov 24, 2012
5 comments · 5.0 (3)

Easy COOP. This map is perfect for beginners and has approximately 40 min game play. The map includes conventional puzzles with cubes, spheres and lasers in PeTI style but also flinge actions and some unconventional puzzle features. The players can proceed non-linear. More screenshots on Steam: http://steamcommunity.com/sharedfiles/f ... =139476387 Packed with 7zip A Walkthrough video and information of how to play COOP on your own are posted in the Comments of this Map.

Sunbury Chambers 16
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)
Somewhere in Aperture
Uploaded by beecake · Sep 17, 2011
14 comments · 5.0 (14)

http://www.youtube.com/watch?v=J9vRTOZ4JPQ

Somewhere in Aperture
Sphere Scramble
Uploaded by AzraelXJM · Jun 07, 2011
16 comments · 4.1 (11)

My first published map, first complete Portal map, and first time attempted submitting over the connection on my phone because I'm stuck with an awful ISP. Sadly I was not able to submit for the contest on time because of the outage. Have been playing with Hammer for two weeks, this being the result. Shepherd a Personality Core around a small course to complete the chamber. Pretty pleased with my Core dispenser, I mean to use it again, though I'm sure I can streamline the whole thing and tidy it up a lot. There are things I thought about doing differently, you will see there are two tractor beams going in different directions, I could have had one with a button to switch direction, but I think this is a bit better for the player. It's not too long but I hope you like the concept and presentation, spent some time trying to match it to the Aperture style. Any anyone who for whatever reason dislikes Personality Cores, they may want to see what happens when they keep pressing the button for the dispenser.. Pictures to follow, lost a lot of sleep. Meantime you can see some WIP stuff on my blog- EscapeFromTheWaterTemple.com

Sphere Scramble
VRAD Lighting Skipper
Uploaded by zemerick · Jun 23, 2012
7 comments · (No ratings)

A quick and dirty program to help dramatically reduce build times in PETI. This program is currently Unsupported as I am working on a far more powerful tool that will include the functionality of the Lighting Skipper.

VRAD Lighting Skipper
Corridor
Uploaded by Ayer99 · Feb 05, 2012
10 comments · 0.6 (9)

My first map. It features turrets, tractor beams, gravity puzzles, buttons, and more. Let me know what you think, along with any concerns or tips. Thanks for trying it out!

Corridor
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Aperture Experimental Labs
Uploaded by doubledispatch · Sep 17, 2011
20 comments · 5.0 (7)

This puzzle-heavy map is set in multiple conjoined rooms to make it appear like the clean facility from Portal only with a lot of the new features and textures (gels, funnels, etc). It's designed to start of relatively simple but get much more challenging as you progress.

Aperture Experimental Labs