Released

[SP] New Failure
Uploaded by 262LetsPlay · Jan 04, 2012
6 comments · 5.0 (9)

No, the name is not related to the map itself,but to its elements. Cube droppers are connected with timers, which will trigger a new box continuously. This means the progress with the "old" box is lost, because its fizzles. The map contains two very simple puzzles, just for showing the feature. PS:The first room I made, because I was bored.

[SP] New Failure
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More Than Meets The Eye
Uploaded by yohoat9 · Jan 26, 2012
13 comments · 2.8 (9)

An extremely short map that I made in my spare time. Don't expect anything great, I just wanted to upload it because I though it was neat. Also tell me if you want more like this!

More Than Meets The Eye
Not Just A Box (v4)
Uploaded by mrbob806 · Dec 23, 2011
22 comments · 4.4 (8)

Hello fellow Portaller! This is MrBob806, and you just found my first map! A few testing elements included are buttons (huge surprise, I know), boxes, aerial faith plates, fizzlers, a home-made dumbwaiter, unusual gravity, impossible structures, and even a death grid! (You should fling yourself into it. The sound is amazing.) At various times in playtesting, it has been reported to be that a puzzle is impossible to solve. This is not the case. All the puzzles are quite simple, but with a few tricks that aren't typically extremely obvious. Have fun, and any feedback is welcome! v2: Made red grid of lasers in the first room fizzle boxes, erasing the player's ability to trap themselves by flingng the box through the grid. Also added a bit of humor to the exit elevator. v3: put it back to v1 so a MAJOR bug created by v2 is fixed. I'm working on a true v3 (which will be labeled as v4) so that both issues are fixed. v4:problem solved. lasers now kill the box, while allowing for the solution to be executed. I also lit up the elevator screens and added a message to the end elevator.

Not Just A Box (v4)
Alone Escape
Uploaded by TheTobbell · Aug 12, 2013
7 comments · 5.0 (5)

Difficulty: Easy Map Size: Large Map Type: Clean & BTS _ So, I have finished my first map. You start first with normal tests and ... I wont tell more Inn this map are 3 secrets, do you find them all? ^^ Some areas of this map dont look so good, that's because in some areas I had not much experience, but some another areas are looking much better. In Future i will make my maps better, i swear So have fun, and feedback is welcome. (= (Sorry for some lags cough, but the map is completely playable)

Alone Escape
Fling Thing - Level 26
Uploaded by cF^ · Jan 30, 2012
7 comments · (No ratings)

My first mapping attempt - Fling thing is a small portal level revolving around the fling. Hopefully not too easy, playtime should be somewhere around 15 minutes. I'd really appreciate feedback on the design and what could be done to improve it. Ver 1.0.1 Includes: A Readme A slight modification to reduce failed flings Decals on the walls to make portal walls more obvious

Fling Thing - Level 26
Secondary Fire: Flings
Uploaded by RubyCarbuncIe · May 31, 2012
14 comments · 5.0 (8)

The first of a set of maps I call "Secondary Fire". The reason for it being called secondary fire is that the player can only use the Orange Portal. This test chamber includes the use of flinging, Hard Light Bridges a little bit of timing and Force Deflection Fields. Overall the map isn't very difficult but it will require the player to go back and forth a lot. Thanks to FourthReaper for the Force Deflection Field texture. UPDATE I believe I have fixed the problem with the Dual Portal Device. What I think happened is that the player would "miss" the trigger_weaponstrip placed at the base of the elevator so I moved that trigger and the Portal Device up a bit.

Secondary Fire: Flings
April 08 Contest Super-colliding Super-pack
Uploaded by Hober · May 01, 2008
0 comments · (No ratings)

The two maps submitted for the April 08 contest. See readme for installation instructions. See individual map downloads for screenshots, etc. 5 May: Updated to include fix for rmaze1 so that it loops properly when placed in the pack.

April 08 Contest Super-colliding Super-pack
Bounded
Uploaded by Xtreger · May 08, 2012
35 comments · 5.0 (18)

A small map of medium difficulty. The solution is not difficult to execute. There is also a challenge version included, called sp_bounded_c, which is slightly harder. Some important points: 1. The yellow field fizzles objects, but NOT portals. 2. There is a small delay before death lasers actually get activated. So there's a time gap between your pressing the relevant button and the death field turning on. This is not a hint, but something that can be eventually noticed - I just want to save the player's time. 3. To prevent tight timing (and increasing the height of the room), I modified the death fields slightly so that even if you touch the lasers while ascending, there is be a small time interval before you're killed. So you can still get out safely even if you touch the lasers (FROM BELOW) briefly. You can test it to get a better idea. 4. The cube button in the 2nd room saves the game when activated (just a reminder to those who don't quick-save often). It doesn't do anything except that. View "ReadMe.txt" for installation instructions. Special thanks to HeadShot, Jacu, KennKong and RogerL for playtesting (the normal version only, not the challenge one), coming up with unintended (and intended) solutions, and providing feedback and tips. And to FourthReaper for the nice custom texture/functionality.

Bounded
Primal Decay
Uploaded by SonaShaS · Nov 08, 2011
16 comments · 5.0 (12)

My first ever published map (Prime->Primal)A fairly short, fairly easy map in the destroyed aperture style (Decay)that contains two test chambers and a linking sectionin between them. V1.1- Fixed some major puzzle issues in the level (most notably the ones pointed out by John 11)

Primal Decay
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Quick Draw
Uploaded by RectorRocks · Oct 28, 2012
30 comments · 5.0 (4)

Hey guys, its been a while since I released a map, so here it is! This map was made in a week, and it consists of two chambers. Special thanks to my friend (iStarStruck) for designing Chamber 1! Chamber 2 was designed by me, and both chambers were made by me. This map was purely made in Hammer. Note: This map is not part of the JFTC series, its just a stand-alone map. Note 2: If you don't really care about the test chamber sign, ignore the "scripts" folder. Difficulty: Medium Size: Medium Theme: Clean, Behind the Scenes Testing elements present: -Laser Field -Angled panel -90? panel -Excursion Funnel (polarity change) -Repulsion Gel -Propulsion Gel -Thermal Discouragement Beam (and its receptacle) -Discouragement Redirection Cube -Fizzlers -Basic elements (cubes, buttons, switches...etc) Remember to rate it and comment about what you think about it! Blindruns are much appreciated, they help me alot! Changelog: v1.0-v1.1 -Fixed unintended solutions --Made Chamber 2 larger --Reduced white surfaces on the room in Chamber 2 -Included an "angled wall version" of the map for players who are having problems with the angled panel (such as bmail) --The angled panel in the "angled wall version" is now replaced with an angled wall instead. Walkthrough: (v1.0) Warning! Spoiler alert! Only watch if you're stuck or have already completed the level! [spoiler]JWiUVLFuQ98[/spoiler] Screenshots: Screenshots [spoiler] Entrance to the first chamber, with the test chamber sign. An overview of the first chamber. Ditto. Ditto. Ditto. The Goo and angled panel in Chamber 1. The right room of Chamber 1. Behind the scenes section seen from Chamber 1. The hallway between chambers 1 and 2. An overview of Chamber 2. Ditto. Ditto. A room in Chamber 2 An overview of the room in Chamber 2. Ditto. Behind the Scenes section. Ditto. Ditto, with a view of Chamber 1 through the grate.[/spoiler] Added to the Steam Workshop: http://steamcommunity.com/sharedfiles/f ... =154863757 Thanks for testing!

Quick Draw