Series of Portal 2 levels, created for the Steam Workshop.
When the new Portal 2 level editor was released, I was extremely excited to create a series of levels. So I have decided to design a series named 'Maple Chambers'. So far there are three published levels on the Steam Workshop, however I plan on continuing the creation of levels over the period of a year to see how many unique levels I can create!
This series of levels can be downloaded via the Steam Workshop, and searching for 'Misstawnii' or 'Maple Chambers'.
This series of levels can be downloaded via the Steam Workshop, and searching for 'Misstawnii' or 'Maple Chambers'.
Chamber 1
This was designed to be a simple level to get the player used to some of the basic tools used for navigating around Portal levels. This level introduces the player to buttons, the companion cube, and the light panel.
Many of the surfaces in this room are non-portalable, so players cannot cheat their way to the exit.
Many of the surfaces in this room are non-portalable, so players cannot cheat their way to the exit.
Chamber 2
This chamber is much more complicated than the first chamber. The player starts off with three different cubes in front of them, in addition to two exits from the room. There is a portalable surface at the beginning of each exit out of the room, so the player can easily manure from the first room, with or without the cubes.
As the player leaves the beginning room, either way, they will understand that a laser is needed to complete a goal; the left exit shows the player the beginning of the laser trail, and the right exit shows the laser's end point (there is an enemy turret there to draw attention to the laser's end point). As the player follows the path on either side, they will be brought into the large room where there is a reflection cube spawn point, as well as a 'portalable surface goo' spawn point. However, both of these are not active unless the player presses the buttons linked to the spawn points. The player is forced to explore the level, to figure out what items they need to activate certain buttons which will help them towards finishing the level.
This level was very fun to make, and I had to conduct quite a few play-tests on the level, to check if the level could be completed, in addition to preventing ways that players could cheat.
As the player leaves the beginning room, either way, they will understand that a laser is needed to complete a goal; the left exit shows the player the beginning of the laser trail, and the right exit shows the laser's end point (there is an enemy turret there to draw attention to the laser's end point). As the player follows the path on either side, they will be brought into the large room where there is a reflection cube spawn point, as well as a 'portalable surface goo' spawn point. However, both of these are not active unless the player presses the buttons linked to the spawn points. The player is forced to explore the level, to figure out what items they need to activate certain buttons which will help them towards finishing the level.
This level was very fun to make, and I had to conduct quite a few play-tests on the level, to check if the level could be completed, in addition to preventing ways that players could cheat.
Chamber 3
This level is extremely large, and can be quite confusing at first. The main objective is to get from one side of the room, to the other by bouncing. However there are certain panels that are flat at first, but need to be raised to reach the goal.
The way the level is designed forces the player to explore each area to help create a solution for one puzzle. For example, a player needs to use the reflection block to allow either the blue or white gel out.
The way the level is designed forces the player to explore each area to help create a solution for one puzzle. For example, a player needs to use the reflection block to allow either the blue or white gel out.