Released

BubbleNut Zero
Uploaded by sicklebrick · Nov 29, 2011
13 comments · 4.3 (7)

Bubblenut rotates, letting you walk on the walls and ceiling as you complete it.

BubbleNut Zero
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Secondary Fire: Patience
Uploaded by RubyCarbuncIe · Jun 04, 2012
4 comments · 5.0 (5)

A small map that requires the player (you) to wait awhile for the Blue Portal to get back around to you. This map was originally made for the mod Blue Portals but I never got around to releasing it. Be sure to check out all my other "Secondary Fire" maps as they get released on the Steam Workshop: http://steamcommunity.com/workshop/file ... d=74481359 NOTE: When the door in the first room is opened pay close attention to the signage on the wall.You may also want to save the game.

Secondary Fire: Patience
Bits
Uploaded by Shakky · Apr 14, 2012
24 comments · 4.6 (13)

Here is my first portal 2 map. It's pretty short but hopefully not too easy. I hope you enjoy and I would appreciate if you would leave some feedback. Bugs, improvements, general tips for future ect. If possible please record a blind run for me. That would help my design better levels in the future. See if you can find the secret area and the companion cube! Thanks alot for playing! -CHANGELOG- V1.0 Portals fizzling when not intended to. V1.1 Fixed. Potato trick didn't work V1.2 Texture fixes Pictures: http://tinypic.com/r/4lo94z/5 http://tinypic.com/r/2yvs5yh/5 http://tinypic.com/r/xq9sfd/5 PS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.

Bits
Time 2 Cooperate - Part 3
Uploaded by Parano.Oya · Jan 16, 2015
15 comments · 5.0 (2)

Hey guys, I proudly present you the third part of "Time 2 Cooperate" - series: ** Gameplay:* * - In contrast to casual maps you can now actually choose your testing subchamber and with that also the difficulty. - There are three different and independent subchambers with a set of subquests and own difficulty rating. - This map has everything in stock between a little warming up till pain for the brain. - After solving a selected subchamber you can reach the exit only with a cube. - Of course there is a secret room, too. Can you find it and reveal what is inside there? - Important! After solving a choosen subchamber: If you forget or destroy your given cube you cannot go to the exit. --> In the map lobby you will find a specified message. **** Difficulty (logic | execution):* **** beginner: 5/10 | 6/10 advanced: 7/10 | 7/10 professional: 9/10 | 12/10 (I'm serious! ^^) ** Steam Version: * ** - If you want to play the map in Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=376068873 ** Time duration: ** - It depends on the choosen subchamber: Between 20 minutes and 120 minutes *** Unimplemented Stuff *** advanced: - some areas should have a different gravity professional: - replacing double portals for every player with a single portal, which are linked together, such that the difficulty takes much higher than now. ** Known Bugs:* ** There are some bugs, that I have not been able to fix yet: advanced: - (last quest) It could be possible to get to the exit without completely solving that quest. Reason: unknown professional: - This subchamber is using linked_portal_doors. To avoid to get a red coloured text error (recursive level blah blah blah) if more than four portals are opened I tried to manage it by closing the specified portal doors. Maybe caused by a bad internet connection or asynchronous connection it could be possible that a logic_relay might not be fired. In that case you could see more than one chamber. --> By adding a time delay of three seconds it should be fixed. - If you pick up a cube and go to another chamber by a linked_portal_door, it could be possible that the cube will glitch out of the map. I do not know if either this is a bug which can be easily fixed or a system bug by the engine. - (end) logic_relay "drop_ball_prof" will not be fired by a math_counter. Moved orders to math_counter "ctr_exitQ". secret room: - To avoid performance issuses "glados_song" will not be played. If you find other bugs, please report it. * Bug Fixes: * ***** - A player found a bug: If you place a portal in the map lobby and go to the professional-room you also can place a portal there and return to the map lobby. I added an invisible trigger_portal_cleanser to fix that. ___ Finally, I hope you enjoy the map and have a lot of fun. >=D

Time 2 Cooperate - Part 3
ML's Aperture Offices and Angry Hover Turret Pack
Uploaded by MasterLagger · Jun 22, 2012
16 comments · 3.3 (6)

Well, it's been a long while since I uploaded something. And now I completed something special. I decided to create a new enemy after making a "decoration" in a glass case that looked threatening. Aperture Office is the map my adorable little monster was created in (although disabled for safety reasons and to prevent rage quits). Along with the Aperture Office map, I created an instance and a demo map testing out my Angry Hover Turret. It is equipped with two stationary turrets and a tracking laser. I will also release the Angry Hover Turret in the Other Files section that is not packed with Aperture Offices for those that just want the new enemy and the demo map. For more information on the Angry Hover Turret, check the Other Files section. The Aperture Offices map contains black keycards to open doors. Also, air vents are accessible. That's probably the only new content that should be worried about. Have fun with this new map! Known Bugs: The 2nd vent area you run into has a vent cover that has trouble coming off while inside the vent. Jumping while grabbing should allow the player to remove the cover. Strange that I never came across this.

ML's Aperture Offices and Angry Hover Turret Pack
VP Laboratories Demo
Uploaded by relinquish · Sep 08, 2011
8 comments · 5.0 (10)

This is Demo map for VP Laboratories a Portal 2 Mappack. If you found any bugs or have any suggestion feels free to post it For more information please visit our Moddb page

VP Laboratories Demo
Reaction Pit
Uploaded by Danarchy · Sep 18, 2011
6 comments · 2.5 (4)

This map was inspired by Rube Goldberg machines. There are basically two parts: opening the door and getting through the door. There are at least two ways to do Part 2. I'd love to hear what you guys think about it. Please let me know what you thought of the difficulty and if it took a short, medium, or long amount of time to finish. .vpk files go in the "portal 2/portal2/addons" folder. Do "map ReactionPit" in the game. Also, check out my web site about game development and graphics coding at http://www.dissidentlogic.com.

Reaction Pit
Tic-tac-toe + Gel fling to the button
Uploaded by wKLV · Jun 05, 2011
8 comments · 4.3 (14)

The map consists of two parts. The first one is a laser "tic-tac-toe board". When you make a line one puzzle element in the testchamber activates. The second part there are repuslsion and propulsion gel. Using these you must fly to a button in the end of the chamber

Tic-tac-toe + Gel fling to the button
Test Chamber K01
Uploaded by KooKas-Kreationz · Mar 26, 2008
0 comments · (No ratings)

A map by KooKas-Kreationz This is a map I made when I was bored ... This is my first released map, as well as my first Portal map (although I've been mapping for a couple of years).

Test Chamber K01
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Cube (my first map)
Uploaded by gallmond · Nov 12, 2007
15 comments · (No ratings)

First release map Place in your map folder

Cube (my first map)