This section of the site contains information, additional resources, and links to Steam for my Portal maps.
Due to the sheer number of maps, they do not each have their own page; instead, they are sorted by year. As it happened that every time I started applying new techniques, skills, and styles was with a new year, this also ends up sorting them by those things as well. There are also a number of pages for general information pertaining to questions, policy information, and so on.
Important Notes
Updating Portal maps, especially the larger maps or ones full of Hammer work, and even more so if it is not the most recent, is a huge pain to do and often fails to work correctly; as a result, I generally try to avoid it unless a map is brand new or a major issue is found. Exploits arising from difficult-to-execute "ninja" moves or abuse of bugs, aesthetic considerations, or rendering/optimization errors, are not major.
Content
The following is a full list of my maps for Portal 2, sorted alphabetically:
Maps
Anticipation - A superficially simple map involving a laser-actuated light bridge and quite a number of static fizzlers, as well as a twist. (2021)
Backup Plan - A semi-gimmick map using hidden BEE triggers to turn off a light bridge at inopportune moments, to force the player to adapt. (2017 Post-BEE)
Backwards - Another level which grew (...and grew and grew) out of a singular idea for one particular step. (2019)
Bipush - As the description said, I was running out of names. (2015)
Blindside - A map so named because the ideas for it came out of nowhere. (2019)
Blue And Orange - A large map consisting of three easy or moderate difficulty puzzles centered around a central theme. (2020)
Bounce - Far from my best work, this is the improved version of something truly crappy. (2015)
Catch-22 - One of my better 2015 puzzles, but still showing its age. (2015)
Cloverleaf V2 - A revisit of a half-complete idea from 2015. (2017 Pre-BEE)
Conundrum - A level using some unusual blue gel tricks. (2018)
Flux - This one grew out of a tiny idea, and became a full chamber by simply expanding and adding new elements and tricks. (2019)
Forethought - So named because it rewards planning ahead. (2015)
Forgotten Artifact - One of very few maps of mine to feature a companion cube. (2017 Post-BEE)
Four Islands - This level was actually in the making since 2017; I created the core idea and never really expanded on it, leaving it untouched for two years. (2019)
Fragmented Track - A semi-gimmick map where I actually make a puzzle out of a "faith plate coaster"...by making you build the coaster yourself. (2017 Post-BEE)
Interception - White gel and lasers. (2017 Post-BEE)
Interconnection - My first ever map, and quite a bit better than most "first maps". (2015)
Interference Pattern - A level that is solved by breaking all the rules, like its inspiration. (2018)
Intermittent Freedom - A large two-stage chamber involving careful planning with lasers. (2018)
Knockback - A completely harmless blue gel puzzle. (2017 Post-BEE)
Locked Cage - A fairly easy map using white gel in a restricted way. (2017 Post-BEE)
Loopback - A rather mixed level with quite an assortment of tools. (2019)
Momentum And Direction - Lots of momentum is involved here, often in nonstandard ways. (2015)
Moonshot - A level that tries to be a bit harder, namely by restricting your ability to manipulate the white gel. (2019)
Multiple Passes - A long hallway consisting of many rooms separated by fizzlers you need to get a cube across. (2018)
Natural Light - A large map that would have been much easier if not for the fact it is so severely destroyed; maybe you will have to make use of other things you find lying around. (2020)
Nested Loops - A very large map with multiple "stages", linked in a novel way. (2019)
Neutralization - This one was mostly just messing around. (2017 Pre-BEE)
Ordering - A very minimalist funnel puzzle. (2017 Post-BEE)
Organized Chaos - My first map of 2020, and my second Sendificator map. (2020)
Oscillator - Laser and funnel tricks abound. (2017 Post-BEE)
Out of Order - One of my few 2015 puzzles to be revisited and improved in later years. (2015)
Outside the Box - This map started with a gimmick, and then became an actual puzzle. (2017 Post-BEE)
Overwrought - A fairly standard dual-gel puzzle. (2018)
Tower - A two-layer puzzle involving creative use of lasers. (2018)
Triple Bypass - An easy puzzle involving momentum and repeated reuse of areas. (2015)
Triple Hazard - A chamber whose dominant features are a giant pit separating two halves, one of which is separated into three death-fizzler-locked rooms. (2017 Post-BEE)
Undertow - You need to think outside a box to solve this one. (2017 Post-BEE)
You -> In a Box - An easy level consisting of carefully navigating a laser and/or cube between many little rooms separated by fizzlers. (2017 Post-BEE)
You -> In a Stronger Box - A revamp of "You -> In a Box" from 2017, expanded and made harder. (2019)