Portal 2
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.
[SP] Reboot
My fourth map, including faith plates, hard light bridge, excursion funnel, repuslion gel and more. Screenshots: http://img30.imageshack.us/img30/114/56039323.jpg http://img546.imageshack.us/img546/7793/31807421.jpg http://img840.imageshack.us/img840/1565/33784862.jpg You can watch the solution here:http://www.youtube.com/watch?v=c62SH7Qo6Lg
The Skinner Box
This is something a little bit different, aimed more at fun than difficulty. I hope you'll enjoy it. Version 1.1 uploaded. Includes some wall decoration and tweaks to make things more intuitive. Version 1.2 - aesthetic fixes. Version 1.3 - Converter tubes no longer work from below. Can now only have one reflective cube and one turret at a time.
CG_GelPuzles PRE FINAL release! Title needed!
Alright here's the third release and ninth incarnation of CrazyGuy's Untitled Gel Puzzles. Chapter 8, Three chambers centered around the physics paint, and using the gel in ways that the original valve maps did not. Difficulty medium to hard. in area 1, the way OUT of the top to the next area is just above the three panels that fall down; you must bounce out. This is not a spoiler, I intend to have Wheately lines to hint at it. I have ADDED the much anticipated transition sequence between areas 2 and 3. I really want some Wheately lines to go with it, but for now just rememeber AFTER COMPLETING AREA 2 LOOK UP AND OUT. Also, a strange bug but for some reason the window on the top of the third chamber does not always open. If that happens for you, part of the exterior of area 3 is meant to see into the interior after the sequence ends, but sometimes that portal closes off for no aparrent reason. I KNOW THERE ARE FRAMERATE ISSUES IN THE TOP OF THE FIRST CHAMBER. I'm sorry about this but I've already done as much optimization as I can for that area. If anyone has the time they could look at the included .vmf and see if they have any suggestions. Please let me know what you think, and especially if any cheat solutions can be found. If you get stuck on area 3, [spoiler]did you know that painting the UNDERSIDE of a lightbridge paints BOTH sides? yes, the blue paint does bleed through lightbridges.[/spoiler]
Converting Propulsion V1.3
A simple single player map in the a4 style. I have spent quite a bit of time working on this map and hopefully it's not as bad my last attept at a map seeing as how it was unbearably painful to play, but this one will hopefully be better than that one. This test chamber includes: Conversion Gel Propulsion Gel Fizzlers A Danger Field An Excursion Funnel and of course buttons and switches. Please notify me of any bugs/glitches you can find. Thanks, and enjoy. To install Place the .vpk file in your addons folder (if you don't have one make one) in your Portal 2/portal2 file then run the map "sp_rbccg_speed.bsp" in the console. Here is a larger image of the screenshot: http://steamcommunity.com/id/RubyCarbun ... 4221582842
Portal Gun Pedestal Instance
This is a instance I made of the Pedestal which the Portal gun sits on. Please note that this is not just a couple of props but a fully working dynamic prop with animations for putting the gun down and back up from inside the ground. I put a couple of values in so that you can edit it to your liking (for example make the portal gun up at spawn or disable the prop going down after you pick the gun up). - This includes an I/O proxy to help you pick the right outputs - This can be set to look broken (Sparks and has no Portal Gun) - This can be lifted from or closed into the ground using an output - This can be changed to look like a blue or orange coop portal gun - This can spawn a one portal (or no portal), portal_gun Replace Values: $DisableClose Boolean -> Set this to disable the gun going down after you pick up the gun$DisableClose Boolean -> Set this to disable the gun going down after you pick up the gun$StartingTeam Integer -> Used for telling which team the gun starts for (0 is for SinglePlayer, 2 is for Blue, 3 is for Orange)$StartUp Boolean -> Set this if you want the Pedestal to spawn up at start of map$HandleSpeed Float -> Sets how fast (or slow) the handles of the pedestal will open or close$DoesntSpark Boolean -> Set this if the pedestal doesn't spark$HasPortalGun Boolean -> Set this if there is a Portal Gun on the pedestal$Skin Integer -> Changes what color the portal gun is (0 is Normal, 1 is Blue, 2 is Orange)$CanFirePortal1 Boolean -> Set this if the portalgun can fire Blue Portals$CanFirePortal2 Boolean -> Set this if the portalgun can fire Orange Portals Since I found out that not every mapper knows names of simple value types I put an explanation: 'Boolean' indicates a value that can only have a 1 or 0 option. 'Set this' indicates putting a '1' as the value. Integer indicates a value that can have a number as its' option. Float indicates a value that can have a decimal place. e.g. '0.5' Please read above what values to set before complaining that there is no portal gun spawning!!! Feel free to use in your map!
Lost In Transition
Atlas and P-Body get lost in the transition between test chambers and they must find their way back to Glados and her test chamber. This is the third map that I have ever created and I thought that I would go all out on this one. There are three rooms in this map, and I have uploaded each room as its own file to reduce lag and allow players to stop after each room and continue later on if they wish. I would rate these puzzles as hard to solve and if you and your partner are looking for a challenge then this is the map for you, and you should expect to spend a while in this map. Play instructions: Unzip the maps from the archive and place all three in your Steam/steamapps/common/portal 2/portal2/maps folder. Both players have to download the maps. Start a normal co-op game and whoever is hosting (the Blue Robot) type in "changelevel mp_coop_lostintransition" in the console (which is activated by the ` key under ESC. The rooms should end and load automatically, but if they don't or if you would like to start at a different room then enter in the name of the room you would like to start at. I would like to thank those who tested my map for their help: RockeTek, SofaEater, Roksonixx, and Karmatoe. Please Give Feedback on what you thought of my map. v1.1 - Fixed minor bugs, fixed unintended way to solve last room, and changed second rooms looks a bit. v1.2 - Made it so that you no longer have to backtrack for the cube in the third room. v1.3 - I added 1 more second of time before panels go down, and I have added a sound to beep .8sec before the panel goes down. v1.4 - Fixed Minor things in first room. On Third room I made it so you can't fall behind panels, and made them a little wider. v1.5 - Added some placement helpers, and added some effects and looks. P.S. I like watching the videos of my maps.
[SP] Mini-Faith
Mini-Faith version 4 is out now! Containing excursion funnels, jump pads and gel...and some of those pesky little turrets you all love. Remember...have a little faith and think. Special thanks to: msleeper Hope you enjoy this map.
Enrichment Sphere, 1952
A blue and orange gel map with two sections. Screenshot coming soon. The second in a series of eight maps. Each one packed with detail, minimum 100 hours in Hammer.
CompanionCubeTeleporter
Proof of my idea that a Gravity Room can be made. I made a room, copied and rotated it. Then placed several prop_portal and made the Cube(s) activate the portals. There are Two Treats. One: There is a Cube placed where a Portal Opens; First time a Cube is picked up it comes flying in, so watch out. Two: I placed the first Cube to make the player fall into the portal automatically. Then, when testing, I had to make some more cubes. I hope this spawns some interesting maps. In the vmf, file you can see I used 6 portals, in 3 pairs. I covered all the Portal-able areas with prop_portal and activate and deactivate all of them. This eliminates the players own portals, and other imaginary issues (including the prop_portal Active issue). (This release, is to encurage Gravity Room Development)