Portal 2

Portal 2

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In 1 collection by •‹†ρđ› ĐūšР2ķ•
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Description
2 cubes on the schedule ...

Difficulty: 7/10 (medium/hard)

No glitches, ninja or cube tossing required!

Any bugs or exploits may be stated in the comments.

Have fun!
26 Comments
Nobody No-One 18 Dec, 2024 @ 12:37pm 
Nice map! I agree with toncica's comments on the design (and I would also add that a 1/4 block on the floor near the reverse button to make it easier to shove the cube onto it from the floor below would've been kind ) but it didn't impede my enjoyment that much; I thought the logic was generally quite cleverly enforced. Thumbs up.
ĐⱤ₳Ⱡ₳₥i₳₦ 8 Mar, 2023 @ 2:03pm 
Im currently going through your workshop and this map marks my halfway point. Good puzzles so far, and I'm sure the second half will be much more difficult!
BehindPortal 30 Sep, 2019 @ 2:40am 
hard puzzle. in beginning took little thinking for start. some clever moves to end. but thats the way u think. :p2blue:fav:p2cube::p2orange:
jandlml 1 Mar, 2019 @ 3:36pm 
definitely needed a "couple" hints on this one. wow your maps are hard!
Gab 23 Feb, 2018 @ 2:19am 
This one was insanely hard for me. I gave up and watched @toncica's video :(
•‹†ρđ› ĐūšР2ķ•  [author] 11 Dec, 2017 @ 6:18am 
@toncica thanks for your input. I always try to use antlines, but I hate it when they overlap. Than I use signage instead. I think you're right about the endgoal being clear. I will keep that in mind for the future (as for the lighting).
toncica 9 Dec, 2017 @ 5:33pm 
There's another thing that's up to debate, but I believe it's better not to challenge the player with too many visual details when the puzzle is challenging on its own. I would rather arrange light strips in groups than having many singular light sources across the map. The square lights on the ceiling might have a negative impact on the player's ability to focus on the puzzle.
toncica 9 Dec, 2017 @ 5:08pm 
It's not about making it obvious and I can't give you specific suggestions for this map. It's about puzzle design and things that should be avoided in my opinion. You use symbol signage because antlines wouldn't be possible, which is something I'm suspicious of. Generally the best kind of puzzle is using 100% antlines, you can have some exceptions, but when you stop caring about using antlines it can lead to non intuitive puzzle design. When you think you're not restricted by antlines anymore you can add more and more connections, which is what happened on "Range".

Here we have the problem of signage going nowhere. The player can't see where dot and triangle go, the exit condition is unknown since the exit area is basically invisible. It all comes down to present the complete information to the player.
•‹†ρđ› ĐūšР2ķ•  [author] 9 Dec, 2017 @ 3:29pm 
@toncica how would you go about making it clearer without making it too obvious then?
lapicidas 9 Dec, 2017 @ 8:31am 
Oh yes !!! Sometimes I think to complicated :-(
But great puzzle anyway !!