Portal 2

Portal 2

Schedule
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 !!
toncica 9 Dec, 2017 @ 8:08am 
The description said medium earlier, right? I had a pretty hard time solving this one, it took two breaks to get a fresh view of the puzzle. The logic is fine when you figure it out but it remains obscure until you get there. Not all necessary information is accessible, for example there's no way to know in advance which cube has to go onto the reverse button.
https://youtu.be/nUDVUoctbPY
•‹†ρđ› ĐūšР2ķ•  [author] 9 Dec, 2017 @ 6:17am 
@lapicidas You've made it harder than it needs to be :) but that's no problem.
1. You don't need to bring the red cube to get the normal cube back. 2. You don't need to be behind the grating all the time for the last part. I'll try to force my solution.
lapicidas 9 Dec, 2017 @ 5:55am 
@•‹†ρđ› ĐūšР2ķ
Feel free to delete the video, if you do not want the player to see it
lapicidas 9 Dec, 2017 @ 5:51am 
@•‹†ρđ› ĐūšР2ķ•
here is my way: https://www.youtube.com/watch?v=RhyPwBZSB8A
Intended?

•‹†ρđ› ĐūšР2ķ•  [author] 8 Dec, 2017 @ 4:39am 
@Polux Yeah, you'll always see, in testing the map I made that almost every time. After your feedback I did try it again and it failed 3 times in a row. Damn physics. I made the gap a little larger. Sorry :)
•‹†ρđ› ĐūšР2ķ•  [author] 8 Dec, 2017 @ 3:51am 
@Polux I think you tossed the cube? (Tossing will make the 2 alternating fizzlers pointless.) Which is not intended and now stated in the description.
•‹†ρđ› ĐūšР2ķ•  [author] 8 Dec, 2017 @ 3:25am 
@Polux it can be done, trust me.
•‹†ρđ› ĐūšР2ķ•  [author] 8 Dec, 2017 @ 3:24am 
@Polux like you did before? But then I don't know how you got it the first time :)
azertyuiop 8 Dec, 2017 @ 3:10am 
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1224755138
No idea how to get the second cube now ...
•‹†ρđ› ĐūšР2ķ•  [author] 8 Dec, 2017 @ 3:00am 
@Polux @lapicidas Map has been updated!
azertyuiop 8 Dec, 2017 @ 1:46am 
Hm, I don't think the ceiling is needed .. I don't know how you can fix that, maybe with a physic shield.
•‹†ρđ› ĐūšР2ķ•  [author] 8 Dec, 2017 @ 1:38am 
@Polux thanks for your playthrough! So you use the cube at the ceiling to stop yourself on the glass? I'll fix that.
•‹†ρđ› ĐūšР2ķ•  [author] 8 Dec, 2017 @ 1:35am 
@lapicidas thanks! I needed the halfblock portal surfaces to avoid unintended solutions. I know they can be a bit tricky to place a portal on. I' ll look into that!
azertyuiop 8 Dec, 2017 @ 1:33am 
Interesting. Confusing but interesting :)
I found an unintended solution : https://youtu.be/U5-hUVcwFX8
lapicidas 8 Dec, 2017 @ 12:59am 
Genious !!! Added to favorites :-)
Difficulty is more than just medium (at least for me)
Sometimes the portal-shooting works badly,
espacilly in the room where you can get the first cube.
And not easy to make a video, because I needed a lot of "F6" ;-)
But I will try it later, perhaps was my way wrong.
But anyway, top work. Thanks for creating!