Portal 2

Portal 2

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easy dream CO-Op
   
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easy dream CO-Op

In 2 collections by SunnyOst
Sunny Co-op Collection
17 items
Quirky Mechanics by Sunny
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Description
Just another map I saw in a dream.
The first room is remade pretty much 1 to 1, but from the second room I only remebered the trick used, so improvised everything else.
No crazy timing/jumping/whatever necessary and absolutely possible.
Square buttons are only there to align cubes and see where they are pointing.
Enjoy :>
-Sunny

Please, no cheese in the second room, or i fully cover it in grating so noone sees anything, tnx <3
5 Comments
SunnyOst  [author] 1 Aug, 2017 @ 11:32am 
I'll play around in Hammer, gonna add a timer to the door aswell.
In PeTI the targets for faithplates also have placement helpers, that's why you could see them at some places. It's not forced placement though, so can be easily overriden..
DrFauli 1 Aug, 2017 @ 8:52am 
room2 - unintended solution:
both players can stand at the exit door,
with ONE cube on the grating (aligned to hit the laser_catcher)
and then they just have to switch portals to the laser
and the exit will stay open, because the laser_catcher was activated for ~1 or 2 seconds.
DrFauli 1 Aug, 2017 @ 8:52am 
I do believe that it would help to add alignment helpers at those spots, yes.
But I also know that cubes won't just fit into a cube_button, when they are
transported within a funnel - so you might have to add something else.
> just try ii and see if it works, before you start looking for other methods

I am also used to placement_helpers (portal magnets)... so yeah, that
was also one of the things that was not perfect - playing without them on this map,
did make it quite hard - altough we did actually need to move a portal to the side
of the surface a few times... hm. ^^

no sound = no fun... *hehe*

First room was easier to execute, but the cube still got a strange angle (but worked).
It did look like it would not work, but it did... :D
SunnyOst  [author] 1 Aug, 2017 @ 6:32am 
The weird small rotations only really happen when cubes hit a wall, and to my knowledge it's possible to finish the map with only two of those - opposite the receivers. Would you say that adding alignment helpers at those spots would improve situation by much? Like a square receiver or a physics rotation constraint?
Other than that, the movement is in 90degree angles, so shouldn't be that annoying.

I myself play without sound, so that's my only suggestion for sounds being annoying :P

Not that much work was put into this, so I was ready for harsh reviews. First room is ok imo, the second one I'm not sure can be made into something much better with the same final solution still in place - the only improvement I can see is spreading the funnels apart slightly. But it would have to be an isolated corner puzzle either way.

I'm glad you liked the idea - at least my subconscious is decent at making up puzzles, so not all is lost for me..Just gotta learn to make maps whilst sleepwalking :D
DrFauli 1 Aug, 2017 @ 5:11am 
We played this map a few days ago... and well yeah,
the concept is interesting, but gameplay and execution-wise
it is kinda messy and not a fun puzzle.

I did read the description before we played, so we knew it was possible
to "ignore" the buttons, but it still was kinda confusing - and annoying
when the cubes were rotated at a strange angle.

The sounds of the falling cubes were not nice either,
... it can get annoying very quick.

I am sorry, I don't have much positive feedback for this map,
because the execution of the puzzle was too annyoing and we
were not really able to enjoy the concept.

We do like the idea, but the game-engine does not seem to like
these mechanics to much. Hard to execute, when the cubes rotate
themselfes ~5 degrees. =/

Thanks for the map and the idea anyway!
Don't let me stop you from making awesome maps. :)