Released
Laser Encounters
The name says it all, and when you walk through those doors, you'll understand. Sounds are Key, so listen carefully.
Chander Test 7 (Two Towers)
This experiment with paint for hardcore players Version 1.1) First testing version; Version 1.2) Added some items for fixed bug with funnel (solution more hard); Version 2) Fixed design;
[SP] Deja vu
These test chambers were designed to understand whether testsubjects became confused if they had to solve the same chamber over and over again. The test results were highly informative; they did not. This is my first map, so feel free to post some constructive comments. ==Changelog== V2: -Removed unintended tricky jumps (9x) -Updated math_counter -> logic_branch -Minor changes
[SP] New Failure
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.
Kvalheim's Singleplayer: 01
Release version of the WIP uploaded the other day. Now has music, GLaDOS voices, active turrets, fixed vertex textures and implemented moving panels. Moved the button, but still fairly easy difficulty.
sp_1984 V6
An easy under Aperture themed map now the intended solution is the only solution.(update 1.6)
Atlas in the office 2
The second atlas in the office map UPDATE 1: *Fixed edge you can go on
An easyhard level
Might look easy, but very hard! Enjoy!
[SP] 1971
An old-Aperture test sphere featuring repulsion and propulsion gels. This is my first Portal 2 map, so I'd appreciate all thoughts and comments.
arc_reznor
Hello ThinkingWithPortals. My new years resolution is to release my portal maps that I've been making the past little while. For some reason I cannot figure out how you guys are making single test maps. So I've had to include my arc_transition_list.nut to make everything work. So put arc_transition_list.nut in your Program Files/Steam/steamapps/common/portal 2/portal2/scripts/vscripts/transitions/ folder If you did this with one of my previous maps the transition list is still valid and you don't have to do it again. -or- if you don't feel like putting vscripts in there, noclip forward after spawning, you should find the elevator pretty quickly. after doing/not doing all that don't forget to put arc_reznor.bsp into Program Files/Steam/steamapps/common/portal 2/portal2/maps Then load up portal2 open up the console, and type map arc_reznor and you should be good to go. This is my second release and I have a insatiable hunger for feedback, good or bad. Happy testing! -dan