Work In Progress

The Test
Uploaded by SpcAgentOrange · Jun 04, 2011
2 comments · (No ratings)

A two-room map featuring a few different puzzle elements. This is, essentially version 0.3. I want to add more decorations, but I'm looking for feedback on what I've got so far. I intend to add more puzzle elements to the second puzzle room. I just wanted to get this out there to see if people think I'm on the right track. I've included both the bsp and the vmf. [Edit] I had used a hacked version of the arrival_departure_transition_ents which might have caused some problems. I've switched over to msleeper's version, which works much better, and is available here: Good Enough For Science (Instance Example + VMF) Added a few more puzzle elements, and switched to animerunt's transitions instance: arrival_departure_transition_ents O

The Test
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Testing the Tests
Uploaded by xF099Yx · Jun 04, 2011
3 comments · 5.0 (1)

The new release for this map

Testing the Tests
First Map
Uploaded by lgreatstorm · Jun 03, 2011
1 comments · (No ratings)

This is a map with two puzzles branching from a central hub room. Currently the first puzzle is functionally complete. The second puzzle is under construction.

First Map
Name in Progress
Uploaded by Forehead58 · May 31, 2011
3 comments · (No ratings)

Previously titled "Gozer Bane," but the title isn't really appropriate anymore. I've redesigned a good size of the puzzle, simplified a few things, and added indicator lights. I'm thinking about submitting this for the mapping competition. But I'd love some feedback first, so play and tell me what you think. Also any ideas for the name would be appreciated.

Name in Progress
Misplaced Conversion
Uploaded by Wsterfury · May 31, 2011
7 comments · 5.0 (4)

I thought about it and realized that Conversion Gel and Excursion Funnels were never really used together in the single-player or co-op campaigns. I have taken a stab at fixing that. This is the first map I felt remotely comfortable about uploading in such an early state. It's a work-in-progress for my Summer Mapping Initiative map, so we'll see how it goes. I'd love to hear some constructive criticism; I know the map's not perfect (it's definitely not right now, still very early and cobbled together) but I think it could be a pretty neat little test chamber once it's all said and done. Modified arrival/departure transition vmf courtesy MSleeper, who has been super-helpful with all the scrubby questions I've had so far. v0.5 Update - - LOTS of retexturing/detailing. Texturing - Fairly far along. Getting there, but not perfect yet. Detailing - Making some good headway on this. It's starting to look the part of a Wheatley chamber. Lighting - Mostly natural lighting at this point. Might add some to the bottom region, but not sure. Props - Comin' along. There's some stuff to look at.

Misplaced Conversion
sp_confined
Uploaded by wirtzenator · May 30, 2011
1 comments · (No ratings)

Updated, closer to final version of sp_amw... This is a 1 room map, and your job is to get out. Hopefully there are some elements not seen in most other maps. I used vpk, so hopefully the custom script made it in there, otherwise, I'm not sure if the map will be able to be completed.

sp_confined
Chronus - Coop Series Test Chamber 1 v2.0
Uploaded by SolarChronus · May 30, 2011
2 comments · (No ratings)

My first publicly released map. This one is all about working together, timing, and using the excursion funnel. Difficulty: Intermediate Changes for V2 +Added some extra info_placement_helpers to guide portals. +Coop exit door should now function properly...it opens! +Blocked off the cube dropper to prevent cubes from being grabbed mid-air. +Moved exit panel so crouch-jumping could not land you in the exit alcove. +Reworked the three emaciation fields to prevent exploits +Cleaned up some textures. +Cleaned up some instances.

Chronus - Coop Series Test Chamber 1  v2.0
Oblivious Paranoia
Uploaded by red_ozone · May 30, 2011
2 comments · 3.8 (4)

UPDATED 31/05/2011 -op_level3 finished! Starting on level 4... The campaign currently ends after the time travelling test. It lasts maybe 15 minutes if you're band new to it. To load up the maps type "map op_level1" Contains: -Custom Textures -Paint -Flinging -Time Travel -Laser death beams The tests aren't TOO difficult so far, but once it's finished I plan on making some REALLY complex ones - so stay tuned!

Oblivious Paranoia
playground 1.5
Uploaded by sirfluffs · May 29, 2011
6 comments · (No ratings)

co-op map made to be run in cheats. please enjoy information in the instructions and the vmf. hs been included, contact info at bottom of instructions, tell your friends! oh and sorry for crappy look im focusing on that right before i release. oh and I guess the included vmf. was limited time only cause im removing it.

playground 1.5
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Map Test
Uploaded by xF099Yx · May 29, 2011
1 comments · (No ratings)

This is my first map for Portal 2. Don't expect valve quality, as this is my first time using a map editor. I'm still learning the tools, and will continue to add to this map. The start of the map is not the actual start that I am planning, and the end is not the actual end either. Any feedback would be nice Steam: xF099Yx

Map Test