Work In Progress

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!]
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NUT buged for arrival_departure instance
Uploaded by Hzamd · Sep 28, 2011
1 comments · (No ratings)

Here is my NUT for a prob I have It probably comes fom here my level are called Binome1 and test_chamber2 If you can look for a solution it would help me topic in the maps creation problems

NUT buged for arrival_departure instance
Chamber 02
Uploaded by Spam Nugget · Sep 24, 2011
18 comments · 5.0 (1)

A clean-themed map featuring turrets, hard light bridges and funnels. Pretty much finished, just looking for some feedback, as this is the first completed map of my upcoming map-pack. Not the longest map, but pretty well polished and even a couple of almost easter eggs, just cause I wanted to. So yeah, enjoy! And please, feedback!

Chamber 02
[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
12 Angry Tests 1.1
Uploaded by CaretCaret · Oct 16, 2011
22 comments · 5.0 (8)

UPDATE! Last map released! Make sure to try it out and give me feedback! The pack is mostly finished, just the visuals on the last map and some minor tweaks left. (The first 2 maps are from my contest entry Don't Eat the Paint(10th place)) I challenged myself to make 1 map with 2 tests for each test element (Laser, Gel, Light Bridge, Funnel) and then 2 maps with 2 tests each with a combination of test elements. And also to use every different theme and no custom content. For most of the maps there is also a BTS part. These five maps are mostly finished but I expect I have to change them after you guys give me feedback(And make sure that you do!) The last map is still too unfinished for testing but it will have the theme from the DLC maps and have a boss battle. I want to know EVERYTHING that can be improved, is or looks bad, and where you get stuck and EVERYTHING!

12 Angry Tests 1.1
[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
Co-op Aperture Space Exploration Program Tutorial
Uploaded by MasterLagger · Sep 21, 2011
3 comments · 3.0 (5)

This isn't so much a puzzle. More like a map to practice moon jumping after acquiring a portal gun. After accessing the Moon Room, you have 3 minutes until the ship reaches the moon's atmosphere and must return to the front of the ship to clear the room. You don't have to be in the Moon Room for time to pass by, you can watch the moon slowly get closer to the ship if you want. Remember, this is just a tutorial. Edit: What the heck? Someone rates this without downloading the map?

Co-op Aperture Space Exploration Program Tutorial
The Room
Uploaded by DannySwish · Sep 18, 2011
9 comments · 3.6 (7)

My first Portal 2... thing. (aka, NOT a map, just a room) This is first time I ever used Hammer PERIOD. As you can see, I'm not exactly good with it yet, this is just practice. If you guys know how to align textures and how to align walls perfectly, PLEASE let me know! I'll get better eventually.....(P.S. I cannot find the Companion Cube prop! aaah!)

The Room
Deseption_maze_v1
Uploaded by thomars.dm · Sep 16, 2011
8 comments · 0.0 (1)

Concept map excuse the messiness theirs holes and all sorts in this map when im finished but for now it hidious concept map

Deseption_maze_v1
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Excursionation
Uploaded by SandvichBlock · Sep 14, 2011
4 comments · (No ratings)

Excursion-ation

Excursionation