Portal 2

Heavy cube impact VMF-File
Uploaded by neco · Jul 19, 2011
1 comments · (No ratings)

This is a sample scene vmf-file for the Mapping Help Subforum. Thread can be found here: mapping-help/weird-trigger-behaviour-t4075.html I tried to simulate a heavy sound plus shake effect when a cube falls from a certain height.

Heavy cube impact VMF-File
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Squarebeam - Edges, Corners
Uploaded by Skotty · Jul 19, 2011
4 comments · 5.0 (3)

To avoid flickering of corners or edges with squarebeams you can use now these new models. They support all 3 skins for squarebeams. Edges: 64, 128 and 256 units long Corner: 64x64x64 Other formats: 64x48 and 48x48 squarebeam.

Squarebeam - Edges, Corners
ys_science_fun v2.0
Uploaded by ysfcn95 · Jul 18, 2011
34 comments · 4.0 (25)

First released map me and map make funny.This map short and easy because first.Overall downloads reach 1000 and release second map. 2 room and one corridor. 3 turret. 2 gel. 5 door. 2 elevator. 5 button. --UPDATE V2.0-- +add map change. +add detail. +add start text. --UPDATE V1.8-- +fixed some bugs. +change last room. --UPDATE V1.5-- +door trigger fix. +short way fix. +sound crash fix. +save bug fix. Please report all bug. ENJOY AND FUN

ys_science_fun v2.0
Chamber_15_coop /ver 1.1/
Uploaded by KILDET · Jul 18, 2011
7 comments · 4.1 (11)

Coop map inspired by Portal 1 Chamber 15 bonus map

Chamber_15_coop /ver 1.1/
Discontinued
Uploaded by MK16 · Jul 18, 2011
30 comments · 5.0 (22)

A destructed theme in which you enter a closed down test chamber. You must use puzzle pieces found outside the normal chamber to complete the broken puzzle. All feedback is appreciated. Hope you enjoy! FIXED: - Fizzler re-enabling if third button is pressed in rapid succession. - Projected textures not working properly.

Discontinued
Crusher Instances (many custom options)
Uploaded by Skotty · Jul 17, 2011
1 comments · (No ratings)

These crusher instances are aviable for 1 side and 2 sides (opposite). You can do the following: Use a Reset Timer for auto-reset after crushing. Use a Solved-Relay that brings the crusher to "de-crushes" state (even if moving). Use single relays just to crush or uncrush without any automatic reset. Use the Status value - set a name of a math_counter and the crusher will add 1 if crushing and subtract 1 if uncrushing. (For multiple crushers). Just don't forget to kill/deactivate the not used features with a logic_auto at mapspawn. Use this well-thought-out crusher system to create crushers in all variants easily.

Crusher Instances (many custom options)
Rat Race
Uploaded by mironos · Jul 17, 2011
24 comments · 5.0 (30)

Can you make your way back and forth, up and down, between the glass walls, fizzlers, and faith plates without getting caught in a laser or discouragement field? This short but challenging puzzle will require you to think through the right sequence of events, and force you to revisit area multiple times in order to make your escape. Can you get out of the Rat Race? v. 1.01 - Fixing a couple of early exploits v. 1.02 - Fixed a couple of bugs/awkward elements. Made it prettier.

Rat Race
One+one+one
Uploaded by InvisiblePanda · Jul 17, 2011
31 comments · 5.0 (26)

My second medium difficulty map for portal 2 Three small chambers in the clean style containing lasers and funnels Update: v1.1 - fixed bugs in first chamber v1.2 - completely new second chamber v1.3 - minor aesthetic fixes v1.4 - various bug fixes + added minor details v1.5 - fixed alternate solutions in second chamber + steam workshop version Walkthrough - http://www.youtube.com/watch?v=U5Q0PeemCbg Feedbacks are welcome!

One+one+one
My Playground
Uploaded by nicboyman · Jul 16, 2011
16 comments · 0.0 (1)

This is my first map made in hammer. i'm still editing and stuff, so enjoy what i have also give me suggestions and (CONSTRUCTIVE) feedback/criticism. thanx EDIT: reuploaded as a zip file.

My Playground
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[SP] 'Momentum' beta_3_9
Uploaded by neco · Jul 17, 2011
29 comments · 5.0 (2)

Uploaded the 'final' version here: [SP] Momentum [SP] 'Momentum' beta_3_9 Fixed a stupid mistake which occured due to copy/pasting elements in Hammer editor without making sure that outputs aren't inherited to the "newly" created element. Each time the moving cleanser above the floor cube button dissolved a cube in version 3_8 a cube was spawned in the upper small chamber. That means depending on the amount of failed attempts you might encounter cubes where there should be none at all. Thanks for pointing that out. _________ [SP] 'Momentum' beta_3_8 So hopefully this version is not as broken as my first attempt (better not broken at all, but that?s wishful thinking I?m afraid) Haven?t removed the puzzle element which some of you might not like, others for sure will. I have tried to make the map as ?ninjaproof? as I could but who knows what you ?ninja guys? have in store for me?! I really hope it?s worth the download this time. Feel free to post your comments to the ongoing thread. I really appreciate all hints and criticism which might help me to improve this map. Known issues: - env_soundscape is audible beyond its range (could probably ?kill? the entity but haven?t done that) - ambient_generics are still a problem but work unless I don?t try to import chamber 2. This isn?t finished, yet, since I started to rebuild it almost from scratch. - reload after auto save causes ?bad model 14 error? from time to time (very rarely) (???) - getting stuck under panels is very clumsily ?solved? but works quite fine - else? You tell me? _____ Inspired especially by damagepy's maps I started mapping almost four weeks ago. Well, this is my debut map introducing one puzzle element that I at least haven't seen, yet. It's about angle,timing and of course momentum Should appreciate it very much if I could have some feedback on this one. Have temporarily removed two other chambers for now because they caused too many problems. Will add them later on. Hope you like it.......and oh, there is no cake but a little surprise if you play it to the end........ Don't forget: do not rename the file (because of the cubemaps)!

[SP] 'Momentum' beta_3_9