Portal 2

Portal 2

303 betyg
Power Increase
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Filstorlek
Lades upp
Uppdaterades
39.574 MB
31 jan, 2014 @ 4:08
23 feb, 2014 @ 5:13
8 ändringsnotiser ( visa )

Abonnera för att ladda ner
Power Increase

Beskrivning
Map that proposes the concept of remote positioning of the reflective cube using the gravitational thrust.
No special skill in control of the character but you need to carefully observe what happens and draw the right logical considerations.

Futurist architecture with custom textures, arches, curved walls and skybox.
Gaming Items: Laser, gels, tractor beam, turrets.

A special thanks to Josepezdj, HMW, DaMaGepy for the many tips and suggestions in Hammer and Authoring Tools.

Thank you to all the friends who participated in the beta test.
54 kommentarer
kimist108 17 okt, 2024 @ 15:11 
Absolutely a fun map. Required trial and error on my part, but got all worked out. Loved taking out the turrets.
malcomr 11 aug, 2022 @ 13:17 
Well, that took a while. Wish I didn't have to repeat the antechamber to the turret room every time I died in the turret room. Otherwise well thought out and enjoyable.
Nobody No-One 3 maj, 2021 @ 15:51 
I agree with Fumbly that the turrets were rather annoying, but overall I enjoyed it. Thumbs up.
hub 12 jun, 2020 @ 11:24 
:maglike: It was fun to play though I'm not a big fan of gels. But the design of this map is awesome.
SpielSatzFail 7 jul, 2019 @ 16:09 
Another visually stunning map I have mixed emotions about.
First: the turrets are annoying and out of place! Agree to Fumbly Bumbly.
The middle part where you have to reach some heights is confusing.
Where and when to (re)use the cubes confuses me even more, e.g. I wanted to use the momentum thing again in the upper room (as I learned before) instead of transporting the cubes via beam.
BUT...
I liked the idea of killing the turrets with blue gel & a maximum amount of momentum :D
Again, as in Variable Reflection, there are several situations asking for quicksave (either because of the hazards or because you don't want to lose progress) and at least ONE possible softlock: I left a cube in the final room and went back down, leaving my portals behind. Since I can't spawn a cube without destroying it and since I need both of them to re-enter the room, I was stuck!

Altogether the ideas behind it and the visuals made me give you a thumbs up anyway :-)
-w- 9 maj, 2018 @ 16:07 
Great puzzle map, but maybe you should lock the funnel control doors untill you spawn the turrets in the last room, otherwise you can just get the gels running and then spawn the turrets.
Fumbly Bumbly 4 sep, 2017 @ 21:36 
Very fun and impressive Hammer work! I did find constantly avoiding the turrets' gazes in the last puzzle a bit annoying, but I suppose they would have no reason to be there if they couldn't shoot me. Thumbs up and added to my favourites!
Sleter  [skapare] 1 dec, 2016 @ 0:33 
In the second room it is not necessary to go crazy and of course use the noclip. It is not easy but we need to think and find out how to increase the power output of the bounce gel. The same solution that is used at the top level to break down the turrets and reach the exit from the level. Thanks for playing ! :p2cube:
zwan33 30 nov, 2016 @ 14:33 
First room: Perfect and a lot of fun. Second room: beginning easy, second part as Wildgoosespeeder wrote, lots of bumping into walls --> had to noclip up to third room. Third room was fun again.
jandlml 7 apr, 2016 @ 23:58 
no problem,loved the map