Released

Lesson 0
Uploaded by Random · Mar 18, 2012
27 comments · 5.0 (15)

Lesson0 I wanted to take a break from my ongoing project, so this one is different from my usual style. This is one short puzzle, but it is meant to be more challenging than the average map. The intended solution involves a maneuver I haven't seen used before in Portal 2, and I want to see if people solve it quickly. That said, the map never requires anything like exploits or crazy ninja skills. You will need a decent reaction time, though. Let me know of any bugs, reasonable exploits I missed, or anything else. Screenshot 1 Screenshot 2 Screenshot 3 Updates: Mar. 19: Removed unintended portal sniping solution. I would urge you to try again if your solution involved sniping past glass. Mar. 28: Made things easier to execute. Apr. 1: Removed another exploit caused by previous update. Apr. 8: Removed exploit pointed out by Jepp. Made in two days. It isn't as detailed as my upcoming maps.

Lesson 0
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Double Gubble
Uploaded by sicklebrick · Mar 17, 2012
33 comments · 4.4 (18)

A clean, disorientating, 2-parter of medium/hard difficulty.

Double Gubble
Lp's Flingtro
Uploaded by Lpfreaky90 · Mar 16, 2012
25 comments · 5.0 (18)

A small, rather easy map that focuses on teaching people a flinging technique often used in custom maps: using a height difference to gain more momentum. It's not a very complicated puzzle like previous maps I made, but I need to save some good puzzles for Portal Stories! Hope you enjoy! ~Lp

Lp's Flingtro
[Coop] 10 reasons for reasoning
Uploaded by Jepp · Mar 15, 2012
78 comments · 5.0 (26)

To begin with we just want to thank everyone here on TWP for your support, you're an amazingly helpful lot! This is something me and StGinger here on the forum has worked on for quite some time. It's consisting of two maps, with five chambers each that will keep you busy for about 2-3 hours, depending on your ability to work together. Our goal with the difficulty was to make it about as hard as the original valve maps, so everyone should be able to enjoy. Since this is our first release we're really looking forward for your feedback. We had never mapped ever before this, but don't be alarmed, we have put an humungus amount of time and effort into this. Quotes from solvers of science: "well done 5/5 for sure" -Willn09 "OH MY GOD! THIS IS FREAKING AWESOME!!!" -lpfreaky90 "This map was outstanding! It took my partner and I about 2.5 hours to go through it." -Tremer "it was like playing a couple hours of DLC quality maps!" -Sicklebrick "this map is beautiful. Absolutely love the the aesthetics." -theprogram00 Thank you and have fun! Warning! Contains Playthrough! For stuck or done participants only! [spoiler]z51OX3F6gmg[/spoiler] New in version 1.1: -Fixed a problem that could occur with a logic_branch_listener New in version 1.2: -Fixed an open observation room witch could be used to exploit a puzzle. New in version 1.3: -Made the last chamber of part two harder. -Fixed some exploits due to unnecessary white texture and source bug. -You can no longer bring cubes around part two. -Fixed a world portal that interfered with a fizzler rendering it useless. -Prevented ninja/hard solutions in several puzzles that may have prevented participants from comming up with the intended one. -Improved framerate in second chamber of part two. -Fixed a possible exploit with the laser in chamber one, part one. -Removed a GLaDOS line which didn't fit in. New in version 1.4: -Made the 4th puzzle in part 2 easier to understand. -Fixed a glass which were portable. -Small esthetic touches. -Added a second or half a second here and there on timers, making some of the puzzles in part one easier to execute. -Put in some helpful spotlights to make stuff (even) more noticeable. -Stepping off one button when both are pressed in last puzzle doesn't turn off the funnel anymore. Big thanks to everyone commenting!

[Coop] 10 reasons for reasoning
[SP] Heavens Gate
Uploaded by marKiu · Mar 15, 2012
72 comments · 4.3 (21)

This is a big map including three chambers. Its my second mapping attempt and i wanted to try something diffrent. So dont expect a typical Portal2 map. The difficulty should be medium - hard and the intended solution is controller friendly. I dont want to spoil anything more. Hope you like it and your feedback is welcome. v1.1 now you start without a portalgun and some graphic bugs are fixed. v1.2 fixed a display bug for the numbers of room2 v1.3 fixed an unintended solution v1.4 fixed multiple issues

[SP] Heavens Gate
[SP] Replay
Uploaded by Dreey · Mar 13, 2012
65 comments · 4.6 (24)

Hey everyone! So, this is my second map. Since December I'm working on this map. I don't have a lot of time, so took a little bit of time to complete. It was REALLY hard to make, so I hope you enjoy it! Leave a comment, please! I uploaded a Map in Setemper, if you want to play it: http://bit.ly/dreeysmap Just testing the basics 2000 Downloads This is an awesome map featuring -Awesome Easter Eggs! -Room Transformations! -BTS! -GLaDOS! -Destruction! And more. ===[Screenshots:]=== (UPDATED) http://cloud.steampowered.com/ugc/54292 ... A0134895B/ http://cloud.steampowered.com/ugc/54292 ... DA5F9B3DC/ http://cloud.steampowered.com/ugc/54292 ... AECE51792/ http://cloud.steampowered.com/ugc/54292 ... F7397965B/ http://cloud.steampowered.com/ugc/54292 ... FA78F8EF2/ http://cloud.steampowered.com/ugc/54292 ... 0A1D120EF/ http://cloud.steampowered.com/ugc/54292 ... 9354CCC0B/ http://cloud.steampowered.com/ugc/54292 ... 6927CEE0E/ http://cloud.steampowered.com/ugc/54292 ... 1B1486AFC/ http://cloud.steampowered.com/ugc/54292 ... 25C8BC870/ http://cloud.steampowered.com/ugc/54292 ... D4A60AC02/ ~~~~~~~~~~~~~Known bugs (V1.3.3):~~~~~~~~~~~~~~~~ None. For now. Have you found any bugs? Please submit them here: bit.ly/dreeysmap2 It would help a lot! ~~~~~~~~~~~~~CHANGELOG SINCE V1.1~~~~~~~~~~~~~~~~~ -Fixed not being able to see catwalks/walkways. -Fixed flickering textures. -Made the puzzle a little easier to solve. -Fixed cubes ending up behind the wall. -Fixed screen not shaking when loading the game. -Fixed departure elevator floor completly black. -Improved lighting and added some sweet effects! Because of this... -Map is now 32MB =/ -Fixed when unpowering the laser catcher, a door closing sound is played. -White walls lighting problems fixed -Fixed physbox being stuck -Map improved. It is less laggy now. -Added more vac tubes -Added details to the testchambers walls. -Fixed nodraw in the sky. (Thanks to KennKong for figuring that out!) -Improved destruction effects. -Added a lot more details everywhere! -Fixed some relays timing. -Fixed door opening if the catcher is powered on the third test. -Cubes will now respawn -Changed the way the players' portals are fizzled -More vactubes -Cubes will now fizzle if the player tries to enter in the bts area with it. -Fixed bad trigger position (Thanks Djinndrache for reporting that and many other bugs!) -Improved the post in the forums and ReadMe file. -Updated Screenshots Have you found any bugs? Please submit them here: bit.ly/dreeysmap2 It would help a lot! Enjoy it! INSTRUCTIONS IN THE README FILE! OTHER MAPS: ===========[SP] NO COMPANION CUBE FOR YOU=========== http://bit.ly/dreeysmap

[SP] Replay
Gel Bridge
Uploaded by LCLover · Mar 10, 2012
14 comments · 2.2 (9)

...

Gel Bridge
One 2 One + Scaling
Uploaded by spongylover123 · Mar 09, 2012
12 comments · 1.2 (8)

Light Bridges, Lasers, Cubes. It's pretty easy-medium difficulty.

One 2 One + Scaling
[SP] Gubble
Uploaded by sicklebrick · Mar 09, 2012
31 comments · 5.0 (16)

A clean, 2 part map of medium/hard difficulty.

[SP] Gubble
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Islands
Uploaded by TheVisibleHand · Mar 04, 2012
18 comments · (No ratings)

A short, open map with hard light and turrets. Current version: 3 (smaller size, adjusted puzzle)

Islands