Released
sp_wits_maybe_finalv2
Version 2 of sp_wits_maybe_final. More puzzles, betterish map. There are several ways to solve the main puzzle, this was not an oversight(again). Please feel free to send comments/questions/suggestions to my email. [email protected] Spoiler:The button/laser only needs to be activated once to turn the gels on.
Laser Tower
This is my first complete hammer map ever (besides learning the basics back in the counter-strike days), and it is therefore a relatively simple map adhering to the "Clean" theme. Evenso, myself, and the few test partners I've had, find the end result to be both fun and challenging. There are two chambers in the map, and it should take about 10 to 30 minutes total to complete (depending on your combined wit, and more importantly: how much you fool around). The first chamber features several turrets, that will need to be shielded against, while you figure out how to get through a deadly discouragement field. The second chamber is more asynchronous; after a small puzzle involving an excursion funnel, the players will be split up making communication and timing very important. Remember you can hold Tab for your partners view, also the timer tool (accessed by holding F) will likely be needed! Extra challenges for those bold enough: * Complete the entire chamber with neither you nor your partner getting scrapped. * Knock down every turret in the first chamber. * Bring the very first weighted cube with you to the room with the Aperture Science Laser-Powered Sphere Relocator.
Sunbury Chambers 14
Tricky COOP based on a PeTI map and enhanced in Hammer. Key game play elements: Cubes, Spheres and weight buttons. Some features can only be triggered if both players activate a button each at same time. Steam: http://steamcommunity.com/sharedfiles/f ... =100392918 Packed with 7zip
This Side Up V3
October 9, 2011 Version Three is "up" and running! -Fixed exploit with non-solid door in second chamber -Made the solution to the second chamber a bit less hard to see -Added placement helpers -Added extra detail and polish here and there -Added a bit more humor July 2nd VERSION TWO IS UP! A simple set of chambers with a bit of a twist. Map by Dylan Holcomb Send feedback to [email protected] Thanks for Downloading
PurpleSky Test Chambers
4 single player maps designed to be above average in challenge. Chamber 4 has been added and updates were made to chambers 1 and 3.
Bridgebounce
Bridgebounce (mp_coop_ccm01) is a small, easy difficulty underground themed cooperation map for Portal 2. Involves light bridges and repulsion gel. Many thanks to Insomnautik for additional lighting, design, area detailing, and general testing/creating help. This is my first released map. v1.0 -Map Release v1.1 -Moved light bridge to obvious location -Fixed glitchy walls -Added exit sign -Added indicator lights -Cubes now fizzle in goo -Added placement helpers v1.2 -Fixed badly glitched portal walls -Made the exit door trigger slightly smaller -Made the test entrance catwalk longer -Added some player clips around the catwalk -Tweaked the time is takes for a cube to dispense (Takes longer than I thought, I will fix that in the next update) I recommend you leave feedback!
Aperture Aquatic Testing Center
A nice and somewhat long map with 3 puzzle rooms in it. Water doesn't kill you in this map, unless you stay under for too long. Each room is a little bigger and more difficult than the last room. Auto-saves trigger are included. Let me know if something weird happens. There are 3 Easter Eggs in this map. Edit: I'm amazed at how so many people downloaded and rated this map. I will start making more underwater levels with a little more complex puzzles, but easy enough for anyone to solve. Thank you everyone for your feedback and ideas.
Getting Back on a Track 1.1 (Updated)
A map I plan on finishing up a lot more and including in Back-Stock I was working on this all the way up until the last minute, I didn't even get time to do a full compile on it. its got some bugs, but I hope you still enjoy also, I swear I "submitted" this like 10 mins before the deadline, it just took a while to upload Bugs I know about but didn't address due to time restrictions: The ride starts a bit jerky The ride may start with a cube really close to you Wheatley has nearly no emotions, and says nothing Wheatley happens to just disappear at the end of the ride The conveyorbelt segments overlap When you load from a quicksave wheatley is off his track Its really dark.. because I didn't do a full compile in the actual chamber: the button doesn't respawn the cube when you loose it, which means you can get stuck the excursion funnel will eat up your cube when you set it to reverse there is some visible nodraw, but it isn't really bad, since it has stuff behind it to draw. the elevator ride goes forever (or until your game crashes) Edit: Now that I see that this is featured, I guess I'll upload a fixed version, where I split the map into 2 bsps because it was so large it couldn't run a full compile on the whole thing
[Coop] Joint Potential - Act 2
JOINT POTENTIAL - Act 2 (by Skotty) An entry for the Heavy-duty super-mapping super-contest -[ thinkingwithportals.com ]- Two medium-sized puzzles, featuring energy balls and light-bridges. Note: This is part 2 of a set of 2. It is highly recommended that you download 'Joint Potential - Act 1' by Moth [Coop] Joint Potential - Act 1 Thanks to Moth for instances. Installation Instructions: ------------------------------------- Place the BSP file in the following folder: steam/steamapps/common/portal2/portal2/maps start a new cooperative game, and from the lobby, type the following console command: changelevel mp_coop_joint-potential_Act-2
RBC Test Chamber 2 V3.1
V2 and V3 have been added to the file. A new Single Player Map in the "Clean Aperture" Style. This is my first attempt at this style so any constructive criticism is appreciated. This test chamber includes: Ariel Faith Plates Fizzlers Lasers Laser Redirection Cubes Danger Field and of course buttons and switches. Changes in V2: All turrets have been removed numbered signs have been removed Ariel Faith plate launches slower Fixed Glitch were the door wouldn't open after the button has been pressed. Changes in V3: Turrets have been added to the test chamber again. Some of the Test Chamber's walls have been edited to make the test more difficult. Timer switch with a Hard Light wall has been added in the pit of the test chamber. Ariel Faith Plate launches mor accuratly (on some rare occasions the cube wouldn't hit the button.) V3.1 Fixed glitch where turrets would not shoot Fixed an exploit (I gues that's what its called) where the Hard Light bridge would pas through Glass Please notify me of any bugs/glitches you can find. I hope to have a video walkthrough posted soon on my Youtube Channel. Thanks, and enjoy. Here is a link to the picture: http://steamcommunity.com/id/RubyCarbun ... 7019724058