Portal 2

Portal 2

Jumping Puzzle 1 - Introduction
26 Comments
c4shurik 21 Sep, 2022 @ 8:31am 
Very cool!
GrottoLova 11 Oct, 2018 @ 2:38pm 
Stumbled on these and subbed the whole series! Looks like fun and the graphics are amazing
Fuku Yamama 17 Mar, 2018 @ 4:56pm 
Bless you for adding those portals! If it hadn't been for them, or at least a suicide spot, I might not have finished this map. Even so, it was fun enough to make me want to try the next one.
Zorxon  [author] 11 Jun, 2016 @ 12:56am 
@cgregg I strongly agree with you, Portal (2) is about thinking with portals and - most likely - not requiring very good jumping or bunny hopping skills. However, when playing this game, there are some players aside of me who also like to see something different than just solving puzzles with your portals. So why did I do it in Portal 2 then instead of a game that focuses on parcours?

The simple reasons are the portals and the possible environments. Having portals allows to put checkpoints in a creative way and in which parcours game are you running through the facility-sections / testing rooms of Aperture Science?

Thanks for your comment anyways, I hope you could still enjoy the map despite the different "solving" mechanics.
cgregg 10 Jun, 2016 @ 2:01pm 
I am not against jumping. It is a bona fide part of a map. A small part. A map containing a lot of jumping…I am not a fan. A map containing too much jumping is only mechanically difficult, not intellectually difficult. And using brain power is what Portal 2 is all about.
VoidSquid 16 May, 2015 @ 5:09pm 
it was a fun map but i think that the portals could have been placed better. also i was really expecting a jump scare at the end. 9/10. do you want to play one of my maps? im new to steam and it would be great to get some publicity.
Petutski 18 Feb, 2015 @ 9:55am 
Well, this map was nicely done, but were it not for the 2 shortcuts I would have quit because I really do not like ninja jumps. It would have been worse if they were timed. As it is, thumbs up and I will try the next one!
Ves 16 Jan, 2014 @ 1:45pm 
Very nice! A nice concept and a very well designed chamber. :p2wheatley:
Mr Fraggle (UK) 6 Jan, 2014 @ 1:47am 
A little dark but great fun again.
Brave 28 Aug, 2013 @ 7:38pm 
This is a change from most chambers i've played...This was a fun map!
Zorxon  [author] 13 Aug, 2013 @ 2:17am 
@Greg Wolter Not yet. Was busy with something that stopped me from working for quite a while, but from what I made so far I can tell you is that part 2 contains a conveyor belt and is placed in a - more or less - producing area.
Foxtonnes 12 Aug, 2013 @ 10:57pm 
any preivew photos of part 2
doll daughter 18 Jun, 2013 @ 11:12am 
Now I know there is going to be a part 2.
Zorxon  [author] 18 Jun, 2013 @ 1:03am 
At first I want to thank everyone who played, rated and liked this map! I cannot believe this map / puzzle idea got 100 ratings - and 79% positive! What an amazing surprise!

I never would have expected that and because so many players liked this map, I'll start working on another map like this very soon. Thanks again to everyone who played, rated and liked this map!!!
Foxtonnes 17 Jun, 2013 @ 4:07pm 
atleast you do something in these maps COUGHrollercoasterCOUGH i want to see more of these jumping puzzle maps
doll daughter 16 Jun, 2013 @ 12:25pm 
Add Part 2! Add Part 2!!
Foxtonnes 13 Jun, 2013 @ 1:21am 
i would like to see more like this
🍪 Anna 12 Jun, 2013 @ 6:14am 
The blue lines are the visleaves; I made them visible with mat_leafvis 3;
The lines make boxes, each box is a visleaf; for each visleaf the compiler calculates lighting and visibility.

One of the compile steps is to calculate what box can see what box. If you have a lot of boxes this takes a long time. So basically you want to keep the number of boxes low; and only make stuff that really blocks line of sight world geometry, so that does actuallly block your lines of sight :)
Zorxon  [author] 12 Jun, 2013 @ 1:51am 
@Lpfreaky90 Thanks for the walkthrough and the hints & tips how I could improve the map! Still, it's pretty funny that the grid which falls down in the observation room failed in your case, but in the 30 playtests I did it always worked >.> But how did you show up those blue lines? And what exactly do they show? I neither knew you could show them up nor what their use is.
DreamRJ 11 Jun, 2013 @ 5:35pm 
Thanks Lpfreaky90 :)
🍪 Anna 11 Jun, 2013 @ 5:34pm 
Absolutely not my kind of puzzle. For optimization there's also a lot to improve.
Here's my blind playthrough with commentary: http://www.youtube.com/watch?v=gz84K1sg254&feature=youtu.be
DreamRJ 11 Jun, 2013 @ 5:13pm 
Zorxon - keep mapping - your getting to be a good map maker - just make puzzles instead and keep working on the detail work more :) i know thats hard but you can do it :)

i also asked Lpfreaky90 to test your map and leave a comment too :)

LuckyRJ
Thomas 11 Jun, 2013 @ 1:52pm 
Nice
Foxtonnes 11 Jun, 2013 @ 12:26am 
this map is actualy realy good especialy the first half of the puzzle (the airducts slow the gameplay to a crawl) jumping puzzle 4/5 visuals 4/5
Zorxon  [author] 10 Jun, 2013 @ 3:20pm 
Thanks for the feedback ;) Well yes, I know about those facts (mentioned them in the description) and I'm expecting many dislikes because this concept is so much not what Portal is made for. But I like this type of puzzle sometimes, and maybe someone else does, too ;)
DreamRJ 10 Jun, 2013 @ 12:55pm 
Sorry dude - Jumping puzzle 0/5 - visuals in this map 3/5 - i found a few detail parts that need fixing but most of the detail was not too bad - it was only 1 room - and the fact it is very repetatived and it takes loads of attempts it is basically imposible if you dont have the patience - i think most will rage quit and or use noclip :P

portal is for puzzle like i told you on skype - not for jumping puzzles - next map do a puzzle :)

LuckyRJ