Portal 2

Portal 2

Can you do it again, 02
18 Comments
LPChip  [author] 30 Jul, 2021 @ 11:21pm 
I actually made a third map, but never released it due to technical issues.
jandlml 30 Jul, 2021 @ 10:52pm 
this was fun, i will have to continue this series
LPChip  [author] 25 Jul, 2021 @ 4:09am 
Yeah. This is one of those: eliminate all other options until this remains and just try and see what happens. :) Glad you liked it. :)
bullfrog 25 Jul, 2021 @ 1:05am 
I particularly liked the self fling in the second puzzle - it took me a while to think of it, but easy to execute once you do; thumbs up.
LPChip  [author] 31 Oct, 2014 @ 12:32pm 
Yeah. The first map is just an introduction to the concept. :)
piotr_mil 31 Oct, 2014 @ 7:49am 
Much more complex, still nice and simple :)
LPChip  [author] 13 Jan, 2013 @ 4:11pm 
The second room cannot be simplified much. Sure, I could remove the top laser, but I use it so you can see from below that its working. Otherwise people aren't sure if what they did is correct. This is not supposed to be an insanely hard chamber. But it does look much more complicated than it really is. The other laser downstairs is big because it will go out on the second run. But I've already noticed that people don't get that anyway... Yet it has to be there for the solution.
Juggler 13 Jan, 2013 @ 4:05pm 
Nice, I enjoyed it - it's cool that there are several things you have to do differently the second time around, and not just one. It's an interesting theme for a series of puzzles.

My one complaint is that the mechanics / look of the room with the laser cubes is quite elaborate and complicated, even though it the way to use it turns out not to be. I'm not sure if it could be simplfied though.
LPChip  [author] 10 Jan, 2013 @ 3:22pm 
Update the map to fix issues pointed out by derula, and from seeing selyp's playthrough.

@Mr Vapour Waterhandle: The momentum thingy at the end is the puzzle, so weird or not, I don't really want to change it. In #1, I've actually added lightbars now to make it easier to judge where to let the cube go. You can now pick a bar drop it there and see the result and adust later. The 2 jump panels there are good indicators how far you are off (which is their goal really)
Mr Vapour Waterhandle 10 Jan, 2013 @ 3:08pm 
Yeah I played both of these before, didn't know what to say as it was very together and I didn't know what to improve. I guess having to use your jump to get enough momentum at the end was a little weird, but it works eventually. If I'm going to be really nitpicky, the symbol for the glas panel doesn't show around the weighted button :P For the first map, like Selyp in the video it was a little tricky getting the cube to land right the first time around, perhaps this would be easier to do if the target button was closer, but I don't know how much you care to change the entire structure.
Selyp 9 Jan, 2013 @ 3:11pm 
Cool concept - my playthrough is here - http://www.youtube.com/watch?v=5_1i7M4iNXs
LPChip  [author] 22 Dec, 2012 @ 4:20am 
To make one of the possible solutions easy. Otherwise it involves a ninja action, and I want to avoid that.
derula 22 Dec, 2012 @ 3:58am 
True. That sucks. ...why does the glass panel need to be there in the first place?
LPChip  [author] 21 Dec, 2012 @ 4:45pm 
Unfortunately I cannot due to the 2nd run. I suppose I could add a laser that kills you but thats just as ugly. Then again, if the angled panel closes as you fall through, you will be stuck and there's nothing I can do to stop that.
derula 21 Dec, 2012 @ 3:39pm 
you could at least make the ground down there a panel that opens when the timer runs out and drops the player into deadly goo.
LPChip  [author] 19 Dec, 2012 @ 1:22pm 
Hey Derula, yeah. I am aware that you can trap yourself, and unfortunately there is not much I can do about this that doesn't break the map, or make things unnecessary complicating.

Glad to hear that you start to love the series. Good motivation for me to make more maps like these. :)
derula 19 Dec, 2012 @ 12:15pm 
Very nice map. I'm beginning to love this series.