Work In Progress
the_surprise_test_chamber
I have been working on this map in my free time since school ended. It features Discouragement Lasers an incinerator and and excursion funnel. Please tell me if anything needs to be fixed or added, Thanks!
sp_split_bean
My first real map after five days of working with hammer. I'm sure there are plenty of problems, mostly with textures, but the logic works fine I think. It is only one chamber with a moderately annoying/difficult puzzle. Thanks for all the advice from everyone who played it. I fixed the chamber so that it is no longer incredibly easy. I did not update any of the textures or lighting further because I'm not planning on really finishing this one. I just wanted it playable. Please play it again if you already did before I updated!
[WIP] sp_enrichment_4
This is an early build of my fourth map. It features a faithplate and buttons. Putting a cube on a button changes the direction of the faithplate. There's still a lot to do: * Add elevators (left out for now, easier to test) * Add indicator lights so it's clear the faithplate is set. * Add the third (and final) part of the puzzle. For now: you're finished if you placed the cube on the button pointing to the left. Feedback is very much appreciated, video playthroughs even more ! ~Lp
"Helix" Wall Maneuver-Test Track
Hello all! Helix Wall Jump is a concept element for my upcoming map. Please test it and leave your comments! --Shroudeye
[Coop] Marlow's Coop Underground
Medium difficulty 1950's themed coop map. Includes Gel and Funnel. 3 chambers. 5-10 mins. Let me know what you think as this is my first coop release. I'd like to know about any bugs or exploits.
CG's Gel Puzzles BETA 2! now in .zip format
Special thanks to bsj0 and Dilbao for testing the previous version and sending comments and replays. Now all I need is a TITLE: I'm open to sugestions! I think i've fixed all the gameplay cheats and a few bugs, so I challenge you to find cheat solutions to these chambers. -many performance fixes including converting hidden surfaces to nodraw, turning off all the gel particles in previous areas after you go through the door to the next, many occluder brushes, and a bit of a change to area2 after you complete the final part. -changed area 3 so there are a lot less ways to cheat... added sprinklers =) Keep in mind I STILL HAVEN'T FINISHED THE TRANSITION SEQUENCE BETWEEN 2 AND 3! Just imagine that after you hit that button by the door, Wheately says some stuff to you, then the test chamber directly above you starts moving across, then it moves down into position where you see the door and those yellow panels and the landing with the numbers (that landing with the numbers will be replaced with a catwalk... around where 4 is) Like I said, all the gameplay elements are there, everything SHOULD work (although you may need to rebuild cubemaps) so see if you can find unintended solutions. I'm going to post a demo with he "correct" solutions soon link to thread for beta 1: post42625.html#p42625
Ion Bridge 1
A small simple map featuring a time based bridge puzzle. Think fast or swim. Changelog: Beta 2 - Added a delay before the second fizzler activates to give both players time to get past it. - Increased the speed of the moving fizzlers - Decreased the timer on the last button - Added GLaDOS
Ion Juggle Pack
A set of five fling based puzzles with an emphasis on execution difficulty. Puzzles feature lots of mid-air portal placement. Difficulty is still being tested.
Tower of Hanoi Demo
This is a very small map that I have been working on that is a portal adaptation of the Tower of Hanoi puzzle. (Google it, or better yet http://www.mazeworks.com/hanoi/) It is going to be a room in a larger map and everything is essentially in running order (I hope). There isn't an entrance elevator, or an exit, the goal is just to get all the check marks on the exit wall lit up. Basically I used three different style cubes to represent three different size discs, and instead of pegs holding discs I have cases holding cubes. That, and it's upside down...Hard to explain, easy to see. What I really need help with is making this more user friendly for people who walk into this room and have never heard of the tower of Hanoi or what the rules of it are. For example: One rule is that you cant put a larger disc on top of a smaller disc. Simple, but how do I best illustrate this to portal players? (In the case of my level it would be "You cant put cube B below cube A in the glass case" because it is upside down) I put one of the basic rules of the game on the wall of the room, but I think it borderline kills the "portal feel" of the room, and I don't think I should really write out all the rules of the game. So if I could get some feedback on what would make it easier to figure this particular puzzle out, it would be much appreciated.
CG's Untitled Gel Puzzles BETA
OK here's the functionally complete, put together gelmaps This is a 3 chamber composite of the two WIP maps I submitted earlier (Bridgeclimb and Gelerase) and a third test chamber (working title: anglebounce) Rather than type up a lengthy description that nobody will read i'll just say "here it is!" Full Wheately themed puzzles mainly involving repulsion gel. Diffuculty: hard PLEASE post me notes on this, any problems, and room for improvement, and maybe some help optimizing the large, open areas (yes I used visclusters.) I need feedback before I do submit v1.0 to the released maps section. EDIT: I just realized that, in area 2, there is a button on the floor to the left as you exit the observation room. The button simply turns the light off and on. thats ALL it does. Pelase ignore it as I was using it to test the lights out part of the sequence im making to go between areas 2 and 3