ThinkingWithPortals

Archive of maps from the ThinkingWithPortals community.

[SP] Somewhere Underground 2
Uploaded by GLaDOS · Jan 07, 2012
0 comments · 4.7 (18)

You continue your journey to the unknown places of the salt mines. ALSO, the history doesn't ends here. I like all kind of comments, don't hesitate in show me your opinions. If you want to send me a record of you playing my map, follow this - When you start playing, type in the console "record 'your_name_123_whatever'" So you will record your playing as a dem. file this file will appear in: \Steam\steamapps\common\portal2\portal2 Notice that every time the player dies, or the game have to load a new map, the recording ends. So maybe you will need to record various times. You can send me the dem. file to my mail: [email protected] ::Changes:: - New Thumbnail - NO Underground Timer DOWNLOAD Somewhere Underground 1 HERE >> Somewhere Underground <<

[SP] Somewhere Underground 2
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Gelocity Stage 2
Uploaded by GLaDOS · Feb 04, 2012
0 comments · 4.8 (28)

It's been a looong time... ...but finally here is my second portal 2 map. Gelocity Stage 2 is a race track (surprise) but a little more complicated and more dynamic than the first one. So if you enjoyed [url=http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1284:17okf7db]Gelocity[/url:17okf7db], you might like this as well. Installation instructions: 1. Extract mp_coop_gelocity_stage_2 to your Portal 2 maps folder (...\SteamApps\common\portal 2\portal2\maps). 2. In Coop Hub open developer console and type "changelevel mp_coop_gelocity_stage_2". 3. Race! Note: It takes a moment to paint the race track with propulsion gel. So if you experience performance issues, just wait a minute before starting. Special thanks to Nerzl for playtesting. Updates: v1.03 - some optimizations to reduce entdata v1.02 - fixed animated panels - changed some scripted scenes v1.01 - fixed some ambient sounds - level transition to the lobby should work properly now Screenshots: [url=http://imageshack.us/photo/my-images/809/2012020400002u.jpg/:17okf7db][img:17okf7db]http://img809.imageshack.us/img809/9391/2012020400002u.th.jpg[/img:17okf7db][/url:17okf7db] [url=http://imageshack.us/photo/my-images/688/2012020200002h.jpg/:17okf7db][img:17okf7db]http://img688.imageshack.us/img688/51/2012020200002h.th.jpg[/img:17okf7db][/url:17okf7db] [url=http://imageshack.us/photo/my-images/542/2012020400001.jpg/:17okf7db][img:17okf7db]http://img542.imageshack.us/img542/3319/2012020400001.th.jpg[/img:17okf7db][/url:17okf7db] [url=http://imageshack.us/photo/my-images/834/2012020200005.jpg/:17okf7db][img:17okf7db]http://img834.imageshack.us/img834/6824/2012020200005.th.jpg[/img:17okf7db][/url:17okf7db] A short trailer [b:17okf7db][color=#0000FF:17okf7db]made by Nerzl[/color:17okf7db][/b:17okf7db]: [spoiler!] [youtube:17okf7db]Ehh9uLRZjbQ[/youtube:17okf7db]

Gelocity Stage 2
[SP] Somewhere Underground 3
Uploaded by GLaDOS · Feb 10, 2012
0 comments · 5.0 (16)

You continue your journey in the unknown places of the salt mines. All maps here: Somewhere Underground Complete • The game can get very laggy some times, sorry, I couldn't make it run better. • This map have sound files that are packed in a .vpk file • This map have some funny bugs To download newer version fix 1.2 select it above the download button. To update make sure you replace the existing .bsp files. Update Changes: • Can't make a jump to skip half of the puzzle. • The sounds have been removed because they didn't worked and it doesn't automatically reload the audio cache. • The tube that was suspended in the air now it's not. • Size before 18.15 mb - Size now 12.10 mb (compressed). Download Somewhere Underground [SP] Somewhere Underground 2 Bug issues - look thread - If you want to send me a record of you playing my map - do the following - When you start playing, type in the console: "record the_name_of_your_recording" Your record will appear as a .dem file This file is going to appear here: \Steam\steamapps\common\portal2\portal2 NOTICE: Every time the player dies, or the game have to load a new map, the recording ends. So maybe you will need to record various times. To see the video type in the console: "playdemo the_name_of_your_recording" NOTICE: If you don't have the same version of the map that was played in the record, it will probably not work. You can send me the .dem file to my mail: [email protected]

[SP] Somewhere Underground 3
Light Puzzle
Uploaded by GLaDOS · Sep 08, 2015
0 comments · 5.0 (1)

I do not like to write a great description, so I will tell a brief indication of where it is necessary to lay down the files... Extract two folders from the archive: maps and materials; in Steam\steamapps\common\Portal\portal.

Light Puzzle
FourthReaper Texture Pack: Fields
Uploaded by GLaDOS · Feb 24, 2012
0 comments · 5.0 (8)

Texture Files Included: fr_surface_division_field fr_force_deflection_field fr_matter_inquisition_field fr_compressed_smoke_field A small texture (material) pack I have assembled on special request in one of my maps threads. Please note that I have created these textures with a certail function in mind. I would appreciate if you would take a close look at how I used them. The Surface Division Field (green) functions as a world portal, for example. (It is also use in some of my maps.) I did not create instances for these "fizzlers" as I can't guarantee full functionality if I do. Please only use the textures if you know your way around handling these things. How to install: Put the texture files in D:\Program Files (x86)\Steam\steamapps\common\portal 2\portal2\materials\FourthReaper. A map vmf and compiled bsp are included in this small pack as to show how to make correct use of the textures. Please take a look at the vmf before use of these textures. [color=#DD6060:1xnibl6a][b:1xnibl6a]IMPORTANT:[/b:1xnibl6a] Always add the files into the compiled bsp file (using Pakrat or something else) or create a VPK (if that still works, anyway)! Otherwise other people will not have the texture files themselves![/color:1xnibl6a] Credits: FourthReaper - for design and creation Valve - for making the Half-Life/Portal universe a better place Various others - for helping me make custom fizzler vmt's and helping me out on certain issues. Feel discredited? Want in? Contact me at the topic for this pack on ThinkingWithPortals.com

FourthReaper Texture Pack: Fields
[SP] The Ledge
Uploaded by GLaDOS · Apr 22, 2012
0 comments · 4.1 (22)

Version 1.8: For some reason the RAR-file was suddenly corrupt and only contained part3. While at it I have also fixed an issue with an unintentionally portable texture. Thanks Tyri!!! Version 1.7: - All parts overhauled. Many thanks to Domathan,zivi7, sicklebrick, Shakky, josepezdj and KengKong for pointing out the issues and exploits. There are still some ninja solutions left which I either found creative enough to leave as is, or weren’t able to fix without rearranging the whole map. Finally found the time to fix the major issues in 274, 275 and 276. Haven't fixed the minor exploits that allow ninja solutions in 272 and 273, yet. Fifth version: sp_the_ledge_v5.rar Still trying to fix the same issue in 274 Fourth version: sp_the_ledge_v4.rar Hopefully the last fix for test chamber 274. Again, thanks El Farmarino! Third version: sp_the_ledge_v3.rar Again fixed an exploit which still allowed to skip an puzzle element. Thanks a lot El Farmarino! Okay here’s the second version: sp_the_ledge_v2.rar - Tried to fix as many exploits as I could. Many thanks to zivi7, sicklebrick, Shakky and KengKong for the vids which were very helpful. You guys are amazing!!! Did not fix ‘exploits’ which I considered to be creative alternative solutions. - Apropos alternative solutions, I decided to go with TaiMai’s alternative for solving 276. I think it’s far better than my initial intended way. Thank you Micah! First of all I have to apologise: These maps are very demanding on the computer hardware. They run smoothly at 1920X1080 with 60fps showing only some minor frame drops at certain areas on an Intel Core i7 2600/2500 K 3.4 GHz computer with 8 GB DDR3 RAM | Gainward GeForce GTX 570 Phantom and ASUS EAH6850. Does not run even with medium settings on an: AMD FX 4100 / 3.6 GHz | 8 GB RAM | ASUS HD 6770. Although the custom materials are embedded using Pakrat, I have also added the materials folder in the RAR-file; just in case somebody experiences problems (especially when recording dem-files) extract/copy the folder to your materials path: C:\Program Files (x86)\Steam\SteamApps\common\portal 2\portal2\materials Feel free to use any of the custom materials/textures/signage as you like. Should appreciate it very much if you could play the maps in successive order: - Part I: “This Way Up!” - Part II: “The Ledge” - Part III: “Ups & Downs” - Part III: “What Comes First?” Each following map will be automatically loaded at level end. Hope you’ll enjoy playing. Many thanks to josepezdj and MaiTai for all the help and support!

[SP] The Ledge
Trifurcated
Uploaded by GLaDOS · Sep 07, 2012
0 comments · 5.0 (10)

A small and difficult map, inspired by "fizzler network" puzzles like Seven Gates and Gridlock. Note that there are two types of glass- the one with crossed pattern blocks lasers. Also, I've currently uploaded to the TWP database so that Mac users can play it (they have issues with workshop maps as far as I know) and also because I can't access Steam community at the moment. I will upload to the workshop and post the link in this description later. INSTALLATION Extract sp_trifurcated_v1_7.bsp to * Steam\steamapps\common\portal 2\portal2\maps (Windows) * ~/Library/Application Support/Steam/SteamApps/common/portal 2/portal2/maps (Mac) THANKS TO Jonatan for his continued playtesting, breaking the map several times during the process, and also for a few suggestions on how to tweak the puzzle. In large part due to his playtesting, the map underwent several (some major) modifications. Marc (marKiu) for trying it out and coming up with some more unintended solutions during the initial stages of the map development (before any substantial modifications), and giving suggestions regarding the layout. Jose for his feedback on the final version prior to release and some useful advice. zivi7, Habzs, etc. for helping out on TWP IRC.

Trifurcated
HD Portals, Hand under Portalgun
Uploaded by GLaDOS · May 27, 2013
0 comments · 5.0 (1)

I take no credit for making the files contained. I just put them together for others to enjoy. There are 2 pak01_dir.vpk files. One contains the portalgun as clean/HD, the other as normal. They both contain the "Hand under Portalgun" and "HD Portals". Portalgun: http://portal2.gamebanana.com/skins/109485 Portals: http://gamebanana.com/portal/skins/34365 Hand w/Portalgun: http://www.facepunch.com/threads/108234 ... st30007126 Place these inside a folder labelled "portal2_dlc3" in the Steam\Steamapps\Common\Portal2 directory Credit goes to sicklebrick for the tutorial on how to do this!

HD Portals, Hand under Portalgun
Light Catcher puzzle element
Uploaded by GLaDOS · Jan 02, 2015
0 comments · 5.0 (1)

This contains the instances and other files mappers need to utilize the new Light Catcher element (as seen here Gathering Light). Archive contains versions for both Hammer mappers, as well as users of BEE2. Installation notes (from the readme.txt): If you aren't utilizing the Puzzle Maker w/ the BEE2 mod, simply extract the "mironos" folder from sdk_content\maps\instances to the equivalent location in your Portal 2 directory. For BEE2 users: Extract all files in this archive to your Portal 2 directory Run StyleChanger once Close and reopen BEE2. The Light Catcher element should appear in most style collections by default Note This archive contains two instances of the Light Catcher. These instances are identical, with the exception of their origins and orientations within Hammer. BEE2 will use the instance in the p2editor folder, whereas Hammer users will likely find it more convenient to use the version inside the "mironos" folder.

Light Catcher puzzle element
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Double Trouble Remastered
Uploaded by GLaDOS · Mar 19, 2015
0 comments · 5.0 (2)

Welcome test subjects. Like t2c3 I decided to update my map “Double Trouble Remastered”. Including my old map “Double Trouble” with an overgrown theme this map has got a new difficult level and there are some nice gags. I also removed the ugly small disco room at the beginning. [b:28wnuwah]Gameplay:[/b:28wnuwah] Take a long view! You will start on top of the overgrown chamber and you have to solve the quest. After passing a triggered area, a new spawn point is activating. You can read the information on the left corner screen. Do you remember? Turrets are not your friends. [b:28wnuwah]Difficulty:[/b:28wnuwah] This map is hard(ly hard). It depends on you. “All roads lead to Rome.” ^^ [b:28wnuwah]Bug reporting:[/b:28wnuwah] If you find bugs, please report them. [b:28wnuwah]Bonus content:[/b:28wnuwah] I also decided to create a bonus room. This room is a small cinema and it shows a custom movie about our playthrough including fails. ^^ [b:28wnuwah]Important:[/b:28wnuwah] Be sure you copy the custom movie to: [u:28wnuwah]“SteamApps\common\Portal 2\portal2\media”[/u:28wnuwah], otherwise you will see a blank area only. [b:28wnuwah]Installation custom movie[/b:28wnuwah] To be able to watch the custom movie, visit the link http://www.imagenetz.de/f1107a2e6/porta ... ie.7z.html This map contains a custom movie. It's connected with a vgui_movie_display including the settings: [img:28wnuwah]http://www.imagenetz.de/th8f8e3e50/01_edior.png[/img:28wnuwah]. Bigger picture: http://www.imagenetz.de/f8f8e3e50/01_edior.png.html Just copy the file "dtr_fails.bik" to [b:28wnuwah]"SteamApps\common\Portal 2\portal2\media".[/b:28wnuwah] [img:28wnuwah]http://www.imagenetz.de/th23d264ba/02_file.png[/img:28wnuwah] Bigger picture: http://www.imagenetz.de/f23d264ba/02_file.png.html If done, you can watch the movie by entering the bonus room. This map also contains two own created achievements. These are: [u:28wnuwah]Turretminator:[/u:28wnuwah] This map includes 16 turrets. The first six have to be hit and the ten turrets left have to be destroyed by a laser only. No turret has to be thrown into the goo or to a fizzler, otherwise the nested counter is not going to raise by one. [u:28wnuwah]Super-Skill-Software:[/u:28wnuwah] Do not die anywhere. If you are going to swim or falling, then the specified trigger is going to deactivate. Finally, I hope you enjoy my map and have a lot of fun.

Double Trouble Remastered