Work In Progress

lateravilla.
Uploaded by guckzurlinse · Nov 18, 2011
13 comments · (No ratings)

I need some info. This level is a new version of my second map, but it?s not finished, yet. Description: -there are 4 chambers with different difficulties. -i used the tractor beam, mostly -You got cubes from each of this chambers. -There is a laser relay romm ( Control and finish room ) it is nearly in the center of the chambers -i have use trigger_mutiple to disable all ther chamber funtions, even they enabled in the control room for reducing joggle. My questions: 1 Are any lights too dark or bright. 2 Is the map or puzzle complex 3 How can i put touchable furnitures in the map. 4 are there texture mistakes 5. Is the game stopping, freezing or jogling 6 do you mean, i need to put in more overlays to help 7 i need a walkthrough from someonelse please accept my enlish ^^ i understand german language if you can speak in german please give a review in fact the highness and look, because i want to make a vila with pool, rooms, furniture etc

lateravilla.
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[WIP]Advanced Chamber Mappack v1.1
Uploaded by 262LetsPlay · Nov 17, 2011
8 comments · 5.0 (4)

The Portal 2 Challenges are too easy? Here comes the first map of my Advanced Mappack for Portal 2. The Level Signs will be fixed, when all maps are released. Have fun! v1.1 -Fixed Transition Bug, by adding the script to the download, you should spawn in the elevator now. -Made it harder to get the cubes in Room 2 -Added security cameras.

[WIP]Advanced Chamber Mappack v1.1
4 Room
Uploaded by GLaDOS CUBE · Nov 14, 2011
4 comments · 0.0 (2)

To install add to "steamapps/common/portal 2/portal2/maps" folder To start in singleplayer type "map 4room" into the console. This is the 4Room, Made by GLADOSCUBE!(this map is not finish't and will not be finish't)

4 Room
Paradox_Playground_alpha
Uploaded by algorythm44 · Nov 14, 2011
2 comments · (No ratings)

It looks like crap but I dont care Ill add more and make it look better later and add coop

Paradox_Playground_alpha
[SP] Test Map Pack 3
Uploaded by Rand0mNumbers · Nov 13, 2011
35 comments · 5.0 (7)

7 more chambers. Again, I must warn you that these are experimental. I've attempted to give the player direction without resorting to neon signs, but some ideas are a little...odd. Some chambers have autosaves right before you are about to kill yourself. So, if you die, don't panic...much. Each chamber will lead to the next. The last one does not have an elevator, so the transition may be a bit jarring. Start the sequence with 'map testmap_22'. The following is a list of all the maps in the pack with their titles from corresponding YouTube videos: testmap_22 - Up and Down testmap_24 - Align It Yourself testmap_25 - Enough is Enough testmap_26 - Lateral Thinking testmap_27 - Heavy Lifting testmap_28 - Not Another Puzzle testmap_29 - Assuming Control Due to vpks not working right at the time of posting, this is a zip file with the maps and materials folders. Extract them to wherever you can get Portal 2 to recognize them. Note: Align It Yourself will briefly toggle cheats to get sv_allow_mobile_portals working. The Peer Review update (or its subsequent updates) somehow made toggling it without cheats unreliable. The chamber isn't broken without mobile portals, it'll just take a little longer. Please let me know of any bugs you find...except that hard light surface over videos not working right. I don't believe I can do anything about that without sacrificing one or the other. Also, the spheres in 28 may disappear through the floor. Blame Source's physics. Release 1.0.1: Changed the map transition command in 26 from 'changelevel' to 'map' as a fix for visibility issues in 27. Release 1.0.2: Added clip to mobile portal surface in 27 to prevent players from getting stuck behind. Primary attack is automatic fire and secondary is semi-auto in 29. Added broken room to 29 to mirror the target room. It is difficult to see and may be removed/moved/replaced in a future release. All maps set map_wants_save_disable to 0 after 4 seconds have elapsed. This fixes the issue where players were unable to quicksave until they either reloaded the map or changed the variable themselves. Disabled top wall projectors in 26 to make getting to the elevator easier if the player fell. Release 1.0.3: Assuming Control: Added tipped over tube and crushed turret Modified player failure execution to briefly toggle cheats Made falling tube demonstration start earlier and more prominent Added possibility to destroy target without having to neutralize immediate threats Modified firing system activation to briefly toggle cheats Realigned some textures Made windows "less shiny" Align it Yourself: Made panel move around until you look at it to promote more USEful curiosity Enough is Enough: Added clip to prevent prematurely exiting puzzle Added moving portallable panel to prevent players from being stranded Heavy Lifting: Removed upper 2 levels of portallable surfaces above entry door Added location check for buttons Added vphysics clips to prevent button from wedging itself in Changed station 2's i/o to stop unnecessary panel animation changes Changed station 3's i/o to address issues with the exit door

[SP] Test Map Pack 3
[WIP] mp_coop_quad
Uploaded by JinxMontalgo · Nov 12, 2011
6 comments · 5.0 (2)

A "simple" underground map requiring you to travel to all four areas to proceed. Change log to 0.3: -improved lighting -fixed various "alternative solutions" (hopefully) -made various visual changes -added info_placement_helper entities -replaced "laser_catcher" models with "laser_catcher_center" -replaced "laser_emitter" model with "laser_emitter_center"

[WIP] mp_coop_quad
Cool Room
Uploaded by TrappedTime · Nov 04, 2011
7 comments · (No ratings)

Just a simple room with simple functions. I'm new to using Hammer, so nothing major goes on.

Cool Room
[beta] gel race tunnel
Uploaded by PortalCombat · Oct 28, 2011
1 comments · 5.0 (2)

This is a construction kit for a gel race tunnel coop map. Inspired by the 'Gelocity' map of Raidix. I have worked on serveral prefabs to easilly create an gel race track coop map. We have tested the prefabs serveral times and build up different maps with it. Iam nearly done with the map, but there is big problem with the speed-gel visibility for the person which connects as the client. That's why Iam uploading this map and all of my prefabs + vmfs to WIP-Section. Features: - speed gel race track with jumps, obstacles, portal flinging, jump gel - lap counter, different music, start and finish animations - 2nd player can catch up I really hope someone has time to look into my vmf's and help me to fix some problems: - visibility of the gel for the client - "Catapult launch target not networked to client! This will make prediction fail! Fix this in the map." ('info_target' flag is for client is checked) - "Multiple Lights on a Face at x.y.z" (Iam not good at placing lights) - any other problems? Regards PortalCombat

[beta] gel race tunnel
Reversion
Uploaded by Mattyd · Oct 27, 2011
8 comments · (No ratings)

This map is now in the released section.

Reversion
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[WIP] mp_coop_retrieval v1.0
Uploaded by Vordwann · Oct 22, 2011
5 comments · (No ratings)

This is my first co op map. I hope you test it out with some of your friends, enjoy it, and can give me some feedback. Thanks!

[WIP] mp_coop_retrieval v1.0