Single Player

sp_Birefringence
Uploaded by synthemesc · Oct 09, 2011
19 comments · 5.0 (11)

This is a medium difficulty map containing two puzzles which focus on catapults, excursion funnels and lasers. Notes: Revision notes: Rev A.- initial release Rev B.- Removed portable surfaces in 3 areas - Organized logic entitie I/O's Rev C.- Added barrier on vertical laser - Removed ability to slide cubes over emancipation grid - Fixed missing emancipation grid emitter - Added no-portal panels in 2nd puzzle - Hopefully, fixed the glitchy laserbeam when portaled on platform wall - Aligned and fit emancipation grid texture in 1st puzzle

sp_Birefringence
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(G) Fling_1
Uploaded by gompasta · Oct 09, 2011
12 comments · 5.0 (9)

A map based on simple flings. I have not really worked on keeping the map clean, so if you decompile, your eyes WILL burn. We accept no responsibility for loss of eyes. ------------------------------ To do: Performance Optimisation Texturing (?) Fix any reported workarounds Cubemaps ------------------------------

(G) Fling_1
Aperture Science Hard Light Surface Test
Uploaded by beecake · Oct 08, 2011
14 comments · 5.0 (8)

Number 3 in the serie. Enjoy

Aperture Science Hard Light Surface Test
Aperture Science Laser Test
Uploaded by beecake · Oct 08, 2011
12 comments · 4.3 (7)

Aperture Science Laser Test
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Uploaded by ysfcn95 · Oct 06, 2011
11 comments · 5.0 (8)

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Backstage (v2)
Uploaded by Ensiferum · Oct 03, 2011
24 comments · 4.2 (12)

As its name indicates, this map will take you on a trip in the backstage of aperture science. Visit enormous environnements and put your skill to the test in this map oriented around quick thinking and execution rather than reflexion. Version 2 is up ! Most issues should be fixed. Level art is still not in its final version but that will come later.

Backstage (v2)
High Tide v1.1
Uploaded by Lv3Bidoof · Oct 12, 2011
21 comments · 5.0 (8)

1.0 - Initial release A short series of two test chambers that revolves around a single puzzle element. Not intended to be terribly difficult, since I was trying to explore a concept and this is my first complete Portal 2 map. The first chamber is a simple introduction. The real focus is the second test chamber. I've made a couple minor changes since the WIP release a month ago. I fixed a couple of unintended solutions, redid the lighting, and tried to make the chambers appear even more abandoned. Since this is my first complete mapping project, feedback is greatly appreciated, as are screenshots and replay videos. I'm always looking for ways to become a better mapper! The .zip contains both the .vpk in addition to a folder containing the map files, scripts, and materials in case anyone has trouble getting the .vpk to work. Complete installation instructions and more info are included in the readme.

High Tide v1.1
[SP] Momentum
Uploaded by neco · Oct 09, 2011
52 comments · 4.7 (18)

update Momentum v_5 Fixed issues: - The gel doesn?t leak through the floor/ceiling (Thanks Mr. P. Kiwi!) - Removed that "hover in mid-air behaviour" from both lasers in room 1 (Thanks pedmacedo!) - Cube can?t be retrieved after increasing the counter anymore (Thanks Seizure22!) - Corrected the ?type mismatch? for the fizzler in room 2 (Thanks pfalstad!) ________ update Momentum v_4 Will add a detailed list of fixes later on... (Should fix all issues mentioned in the thread.) ________ [SP] Momentum v_3 First of all I?d like to thank all of you who have contributed to the WIP thread and to Demonz312 for his ramp instance (which you can find here: panel Stairs+instances). Very special thanks to NuclearDuckie and josepezdj who have not only playtested this map but also made many suggestions to solve several issues and had great ideas for improving some puzzle elements. As a first map this was quite ambitious and I should have started with a smaller one. However, despite the fact that it took way too long, it was fun making it and learning Hammer. As I?ve written in the WIP thread especially the first puzzle element is about angle, timing and of course ?Momentum?. It also has two new custom elements. An anti-player and an anti-cube laser field. The first denies the player but allows the cube whereas the second one works the other way around. At first I used env_lasers to make those laser fields but then found a better, less expensive way using func_brushes with ?abused? textures. Hope you like it... __________ Screenshots: http://steamcommunity.com/profiles/7656 ... reenshots/ __________ Please do not rename the bsp-file, else you would have to rebuild the cubemaps properly which would cause an increase in file size, thank you! I made this with the first custom maps I downloaded and wondered at some ugly reflections __________ Known issues: - One of the brush entities is ceiling and floor at the same time with a gel dropper above. The gel can be seen (leaking) through it (any ideas???). - The cube in the first test chamber might get stuck under a panel. I was only able to solve this problem rather clumsily but it should work. - Due to the random nature of func_physboxes in motion, you might get stuck when moving among them and rigid elements. This only happened once to me, yet I thought I should mention it. - There?re also parts in this map which require to crouch and move through small openings; I can assure you that I adhered to the minimum measures for height and width, however josepez told me of some problems which might occur due to a corrupt dll-file. In that case you should check that first. - I liked a custom env_laser element I made much better with end sparks but they were visible through other func_details and walls (again, any ideas?).

[SP] Momentum
Aperture Science Laser Test
Uploaded by beecake · Oct 02, 2011
15 comments · (No ratings)

This is map number 2 in my serie "Aperture Science Test" This one is a little bit short. But i hope the puzzle is just a little hard. You can request a solution if you need it. I learned a lot from making this map. Thats why it got so short. I used some different stuff in it.

Aperture Science Laser Test
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Malatu Zeserret
Uploaded by DaveFaught · Oct 02, 2011
13 comments · 0.7 (7)

I might try to make the rooms a little smaller next time. This was fun though! I believe that both the lacks of startup transition and strategic fizzler have been resolved. Please resume your endless wandering!

Malatu Zeserret