Hardest Portal 2 Maps
We recently gave you our selection of the best Portal 2 single player maps and campaigns available on the Steam Workshop. There's some great feats of level design in that list, but if you really want to see mapmakers skills stretched to the limit, you have to turn to co-op.
Hardest Portal 2 Maps
With two brains and four portals available, the levels must be exponentially more complicated. They need to emphasise teamwork, provide an inventive challenge and be tightly crafted so as to stop players exploiting their way through. With that in mind, I enlisted the help of my Perpetual Testing Partner to dig out the ten best co-operative maps around. As always, if you've a favourite that's not listed, let us know about it.
A clever little chamber comprised of two rooms, one on top of the other. While neither player can reach the other directly, laser guarded holes in the ground allow you to share the limited resources back and forth, and buttons allow you to deactivate obstacles in your partners way. There's not much portalling to be done, but co-ordination and teamwork are still key. Download Camtasia here .
Part of a series of co-op maps made by mapmaker LPChip. Part one starts with a tricky excursion funnel challenge that requires you to really think through the positioning of each player before you make a move. But it's the finale, in which you share a sphere back and forth between each other, that really exemplifies the "accidental" comic slapstick at the heart of the the best Portal 2 co-op maps. Download There's No I in Team here .
Time moves in one direction. Moving objects in the present will change their position in the future. You can bring future objects back into the present, so they exist in the same map as their past self. It opens the game up. Glass walls in the present could be broken in the future, letting you portal into different areas across space and time. The same cube can be pressing two different buttons in the present. There are 25 levels of Valve-quality puzzling, and the new mechanic never outlives itself.
The new weapon is called the Warp Cannon, and it fires a bouncing green projectile that you can then instantly warp to wherever it hits. Combing this weapon with the Portal gun allows for some really interesting puzzle solutions, like shooting the Warp Cannon through a portal to get to a specific spot.
Portal Reloaded is the newest entry on the list, as it just officially released in April 2021. This Portal 2 mod has players going through a special test course deep within a previously forgotten area of Aperture Science. The twist here is that players will have access to a Triple Portal Device, allowing the creation of three portals at once.
The third portal is a green one that actually affects time. It links past and present, allowing for some truly mind-bending puzzles. The mod contains 25 puzzles in total, new voice lines, new music, and more.
Chamber 18 is the hardest test chamber yet in Portal. I hope you have your fingers (and your in-screen portal gun) ready! Chamber 18 is cold, a bit inhuman, and a bit scary, but it's quite fun. Chamber 18 has a lot of tough challenges, but look on the bright side: you might get cake after you complete the next chamber!
You can now take the moving platform over. You cannot jump to the cube, but you can jump to the lower area. Pressing this button, you will notice the entrance panel once again opens up, staying at an angle for a period of time before closing. Assessing the situation, the angle will be excellent for a long fling, and the checkered low floor on the water level creates the necessary momentum. Unfortunately, you have to get over there first, and so you must create portals to get back, press the button, go through, place a portal on the angled platform as soon as it stops moving, and fall, placing a portal below you. This will easily throw you to the cube. Finally!
But wait... now we have to get out of here with this cube. Go ahead and take the cube over to the entrance, but then go yourself back down to the small button. Portal placement, a push of the button, through the portals, grab the cube, and crawl back out of this terrible room. Cube on the button, portal back to platform 4, and through the door!
The next room has no pellets, which makes getting rid of the turrets a lot tougher. On the other hand, two of the walls have portalable surfaces much higher, making it possible to reach the turret platforms yourself. The low fling platform has also been moved to below the cube and button areas.
Now you can safely proceed as normal to the button. A different method must be used to fling to the cube this time. One way is to press the button, shoot a portal on the angled platform after it stops, and then another on the low floor below you. The first fling will only get you far enough to reach the floor again, but place the same color portal again so that you can double-fling over to the cube.
Alternately, prepare by shooting a portal at a high wall near the pellet receiver, and another at one of your accessible walls. Press the button, look through the portal, and wait for the platform to finish moving. Go through, shoot one portal on this platform, and another below you before you hit, and you will fling to the cube.
Another option is to skip killing the turrets entirely using a method similar to least portals gold number 8 below. When you enter the turret room(crouching round the left to avoid turret line of sight), wait until the entry/exit wall is fully open and diagonal, place a portal on it, and quickly go round the other side and back past the large button in the previous room and drop to the lower of the two low platforms, placing another portal so you fling yourself across the turret room. Quickly pick up the cube and use it as a shield if need be, back up to the center wall and wait for the turrets to go passive. Carefully walk off the edge and press backwards(default s on pc) to land on the platform with the small button which will open the way back to the previous room. Use cube as shield as needed. Set it down behind a corner and place one portal to either side of this small alcove and one either above or next to the moving wall panel(aka entry/exit for this room) on the opposite side of the room. Hit the button and carry the cube through your portals and out of the room. You may want to observe a slight pause so that you arrive on the other side of the portal as the exit is fully open so you can go walk and not crouch through as fast as possible to avoid turret fire. Place cube on the big button and head off to the last room.
The last room is similar to the original, except that as soon as you reach the next higher platform, the lower one will drop into the water. What this means is that you must place the next portal on the first try for every jump except the original. Make sure you look down into the portal each time you go into one, as when you come out the other side, you will simply have to move your view down, rather than the confusing automatic re-orienting that would occur if you were facing front. If you mess up, you must portal back to the beginning and potentially start over, however you can actually start from the platform you just came from if you place the right color portal.
Once you get to the small button to enter the turret room, activate the button, quickly shoot a portal on the angled platform when it stops, and fall to the low floor in the room to fling to the cube. Alternately, use the method described in the least portals gold method to fling to the cube. They both have their own advantages, and thus often end up about the same number of steps. Try both, and see which works better for you.
For this medal, you will have to skip the whole pellet process. When you enter the room, put a portal on the angled platform, and fall to the low floor, placing a portal to fling yourself to the cube. Quickly grab it, block some bullets, and move to the lower room, placing portals and pressing the button to come back through. From here it is normal.
Part 1 - Drops and Flings : If the normal walkthrough is executed promptly and perfectly, you will take about thirty seconds to get from the entry chamberlock to the button outside the turret room. A second or so can be shaved off by portaling along the hallway instead of walking. Using the method described here, you can cut that time down to twenty seconds or even less and impress your noob friends with your ninja skills.
Step out of the chamberlock and immediately shoot the orange portal at the most distant section of portalable wall that you can see, which will be on the left side of the room and below the level at which you are standing. Turn to the wall and place the blue portal there. Now, use peek-a-portal to move the orange portal to the ceiling over the second platform (that is hidden around the right hand corner). The exact placement is important and you will have to practice it until the next move works out properly. The portal has to travel a long way, so you will have plenty of time to pull back. Don't go through. Instead, move the blue portal to the floor. Then walk around the blue portal until by looking through it you can see the platform with the three-dot symbol on it. Crouch, aim the portal gun slightly high to hit the platform well to the left of the symbol and drop through the blue portal. As soon as you're through, fire the orange portal, then immediately look down and place the blue portal underneath you (on the platform with the two-dot symbol). When you come up, turn slighly to the right and you will see the door to Part 3. In mid-air, move the orange portal to the middle of the protruding section of wall above the door and look down to place the blue portal underneath you. This fling will take you right over the button and into the tiny room beyond to start Part 2.
Part 2 - Turrets and Energy Pellets : As in the normal walkthrough, press the pedestal button and crouch under the piston that operates the door to the turret room so that you can enter without being immediately shot at. At this point, there are two ways to get over to the other side of the room where the cube is. You can either start the moving platform and ride that or you can fling over immediately, using the angled door panel, before it starts to close. To ride the moving platform, you first have to eliminate all the turrets or you will be shot to death. That can all take three minutes. Obviously, for a good speedrun time, you'll need to fling. So, as soon as you get out from under the piston, walk around the door as it tilts up and head for the right-hand edge of the entry shelf, where there is a flat area down below from which you can start the fling. As you go, turn to the right (so you'll have to be walking to your left) and watch the door panel. As soon as it stops tilting, place a portal on it. At about this time, you will begin to take damage from turret fire. Grit your teeth, turn back towards the cliff edge and press on. You need to get over that edge before you die. This may take practice. Place the other portal as you fall and you'll fling safely across the room to the alcove where the cube it.