Work In Progress

ws_004_tyronis_v2
Uploaded by silic · Jan 06, 2012
14 comments · 5.0 (4)

Re-worked map from the chain series Withdrawal Symptoms. NOW UPDATED V2 TO REMOVE SOME GLITCHES AND MAKE SLIGHTLY HARDER / EASIER DEPENDANT ON MIND SET. Wanted to attempt to modify the map in order to make tyronis not complete it within 30 seconds each time!!! So here is the official attempt. I will look into making the map harder and harder to complete. where eventually i hope to make it near on impossible unless you are mad and insanely talented at shooting quickly, or doing insane portal flips like this person has proven to be... Best of luck to all who try it. The first jump is a hard one, and careful of the few traps.

ws_004_tyronis_v2
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[SP] Introbackfling
Uploaded by Sprowl · Dec 31, 2011
13 comments · 5.0 (4)

Hello everyone! This is my first map I want to release to the public. For that I need some Feedback as long as I'm working on it. So, here I am. This map does not include special gameplayelements like gels or lasers, but a new environment I want to show. It has three rooms, the last (third) room is the one where I think I have to do much more work. The details aren't finished (except the first room where I'm nearly done) and the coop-robots are just placeholders for some real NPC's I want to put in later. That's all, but I would love it to get records of your first playtroughs (or better videos [youtube]). Greetz, Sprowl

[SP] Introbackfling
[SP] 1943
Uploaded by dinnesch · Dec 23, 2011
11 comments · 5.0 (4)

An old Aperture-themed map of medium difficulty. I estimate it will take 10-20 minutes to play. My first release(after a lot of horrible attempts at mapping), any kind of feedback(on the puzzle, difficulty, looks etc) is very much appreciated because I want to have a perfectly finished map when it goes out of WIP and plan on making new maps in the future. pics:

[SP] 1943
[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
P2_Trickery [Fully working!]
Uploaded by Trickboss · Oct 02, 2011
3 comments · 5.0 (4)

This is a not-so-big map I made, it started out as a test to see what I could do in Portal 2 Authoring Tools (It's also my first map I ever made in Valve Hammer), it took me quite some time though and I've been a bit messy :p but I think it came out pretty well. I guess you could call it a WIP since I've been adding a lot of stuff to it. I know graphical glitches occur when more than 4 (world)portals are viewable, but I can't really fix that. I also know I don't have indicator lights, but those are a pain to place, believe me. Thanks for playing!

P2_Trickery [Fully working!]
CG_GelPuzles PRE FINAL release! Title needed!
Uploaded by CrazyGuy · Jul 13, 2011
18 comments · 5.0 (4)

Alright here's the third release and ninth incarnation of CrazyGuy's Untitled Gel Puzzles. Chapter 8, Three chambers centered around the physics paint, and using the gel in ways that the original valve maps did not. Difficulty medium to hard. in area 1, the way OUT of the top to the next area is just above the three panels that fall down; you must bounce out. This is not a spoiler, I intend to have Wheately lines to hint at it. I have ADDED the much anticipated transition sequence between areas 2 and 3. I really want some Wheately lines to go with it, but for now just rememeber AFTER COMPLETING AREA 2 LOOK UP AND OUT. Also, a strange bug but for some reason the window on the top of the third chamber does not always open. If that happens for you, part of the exterior of area 3 is meant to see into the interior after the sequence ends, but sometimes that portal closes off for no aparrent reason. I KNOW THERE ARE FRAMERATE ISSUES IN THE TOP OF THE FIRST CHAMBER. I'm sorry about this but I've already done as much optimization as I can for that area. If anyone has the time they could look at the included .vmf and see if they have any suggestions. Please let me know what you think, and especially if any cheat solutions can be found. If you get stuck on area 3, [spoiler]did you know that painting the UNDERSIDE of a lightbridge paints BOTH sides? yes, the blue paint does bleed through lightbridges.[/spoiler]

CG_GelPuzles PRE FINAL release! Title needed!
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_stickycubes
Uploaded by Jimo · Mar 27, 2012
8 comments · 5.0 (3)

This is a short puzzle designed as my first map in the Source engine. I did a lot of experimenting with this and the learning process has been incredibly fun. Stickycubes utilizes gel and excursion funnels, it is also mapped around the "clean" theme as described by the Portal 2 mapping wiki. All feedback is welcome. SCREENSHOTS: http://www.jimo.co.uk/maps/portal2/sp_s ... bes001.jpg http://www.jimo.co.uk/maps/portal2/sp_s ... bes002.jpg http://www.jimo.co.uk/maps/portal2/sp_s ... bes003.jpg KNOWN BUGS: - The sign says "00". I am going to wait for the VPK system to be fixed so I can implement this properly. - Sometimes one of the cubes can get stuck in the spawner if the excursion beam is right underneath it. CHANGELOG: Version 1.1: Added indicator lights for the gel. Version 1.2: Corrected turret placements to prevent them from getting stuck.

sp_stickycubes
Bad Day
Uploaded by 262LetsPlay · Feb 18, 2012
8 comments · 5.0 (3)

A normal day in the aperture science enrichment center? Or is it going to be a bad one? Features: -Jumpenturrets (My new use of Frankenturrets) -Funnels -Fizzlers -Faith Plates -Buttons -BTS area and the intro of an intresting story...

Bad Day
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[BETA 7] Aerial Faith Plate Quality Control
Uploaded by Moth · Oct 03, 2011
32 comments · 5.0 (3)

An upcoming map for the Team Citruz project. A short atmospheric and explorative map: Updated screenshots of the final mod-submitted version can be seen on the Team Citruz wiki at the following link: http://mothdesigns.co.uk/citruz/wiki/in ... _C01_bts01 ------------------------ BETA 7 Added music track Added Radio Music (just for lpfreaky90) BETA 6 Fixed: Intro Door Clipping Exploit Fixed: Visible pipe debris spawns BETA 5 Now with 100% more VMF file! Detail fixes, further optimisation of brushwork Tweaked Lightmap sizes for more beautiful shadows Tweaked Fog controller 'Suck tube' clipping issues (hopefully) resolved This map wouldn't have been possible without my fellow team members, Chickenmobile, iWork925 and Skotty

[BETA 7] Aerial Faith Plate Quality Control