Released
Forsaken Chambers
These are the 1st and 2nd puzzles in a series I'm working on called "The Forsaken Chambers", which takes place in an old facility of the more 'elite' testing initiatives. Puzzles will usually contain few elements, but you will have to use the hell out of them to solve it. For those who followed these maps in [WIP], nothing new here - just the Easter Egg in map 002 that I mentioned in the previous thread. Now that my finals are done I should 'actually' be uploading more content. School/work/life takes up so much time T_T I will give cake to the first person who reaches the Easter Egg in map 002 without cheats / glitches. This task requires ninja skills of an elite variety. (will not actually give cake. That is logistically difficult) --- Feedback is very much welcome! Please don't hesitate to criticize / praise, as well as share solutions (hidden, of course) to help out your fellow testers. They also help me know how people are solving this / not solving it. -- Workshop Links -- http://steamcommunity.com/sharedfiles/f ... d=71526483 http://steamcommunity.com/sharedfiles/f ... d=72035153 I've yet to see support for multi-map uploads :< Hopefully that comes around in time -- v1.5 -- Fixed a texture error in the second map. The BSP's in the zip file are exactly the same as the workshop links; thus, there is no more auto-transition like before (due to the way Workshop maps must close). You will have to load each map individually
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!
Chander Test 6 (Laser Suite)
A small but hard test with lasers and cubes ver.5.1 fixed some detail
Map_Name_Here_123
What is Map_Name_Here_123? This map. A clean style map of average (?) difficulty with decent aesthetic finish. 1.1: New, exciting name! 1.2: More freedom in blue gel area, orange gel button is now floor button, more 'shielding' on top of the turret 'fish tank'. 1.3: Reduced glass opacity. 1.4: Better support for alternative flinging in first chamber.
Element
A map that was once intended to be part of a map-pack (that sadly may remain far from unfinished). More on the reflexive side of Portal. Contains a few eggs (of sorts).
Suspended
Solving puzzles in a Dali-esque world while being threatened by turrets can be hazardous to your health. This map contains puzzle elements that have never been seen in any of the official Portal 2 maps, either single-player or coop. If you can solve this puzzle, you prove that you can think outside the box. All known bugs fixed in version 2.5 With the latest updates, the puzzles are more challenging than ever, but not in an impossible sort of way. Good luck solving them. Additional screenshots showing the evolution of this map: Watch a playtest video of this map: h2pPRu6fQDE Needless to say, this video contains spoiler for the puzzles.
Aerial Portaling
This is a medium difficulty single player map that requires some aerial portaling. This is my first map so any commments are appreciated.
sp_schiller_01
My first released map and my entry for the Summer Mapping Initiative. It's not the hardest map, but it's about timing. Hope you enjoy!
Resurrection
This is a multi-part puzzle created for the My Aperture Labs contest. It gets harder as you progress, and several of the parts are interconnected and must be reused. Most of the time it is not obvious what to do next. Most people will probably find this level to be very difficult, but it is solvable without using any hacks or glitches (e.g., ?portal tunneling?). Note: Unfortunately I don't know of a way to have a second "scenes.image" file specifically for this map. So, for now, the voices are played by ambient_generics rather than scenes, and subtitles are faked by game_texts.
Capture the Cube
Welcome to my map "Capture The Cube". Description: This map is a mix of non-cooperation and "Capture The Flag". Both player are playing against each other. Each player has a cube, his/hers "treasure", to protect it against his/her opponent. The player who scores three points, could(!) be the winner of the game. Steam workshop: http://steamcommunity.com/sharedfiles/f ... =470131365 Game rules: - Each player has three buttons which are available every 30 seconds. Each button activates a special event for five seconds. These are laser walls, deactivating catapult and spawning a super turret. Once any button is pressed the other buttons will be locked until the timer runs out for the next 30 seconds. - Each player also can spawn two separated turrets to try to stop his/her opponent. If you lose a turret, then the other turret is also destroyed. Both turrets of a player will also be destroyed if you press the third special button to spawn the super turret. - After scoring a goal each created turret and portal are removed. The captured cube is also going to be restored. - If a player picks up the opponent's cube, then this player has to get a goal within one minute. If the player misses it, then both cubes will be restored at their spawn locations. - After getting three points and pressing the special button the winner is teleported to a control station and the loser is teleported to the losing area. The winner can then choose which faith the loser will get. ^^ Bug reporting: If you find any bugs, please report it. ___ Finally, I hope you enjoy the map and have a lot of fun.