Portal 2

Portal 2

Devil's Laser Abode
22 Comments
stormsend  [author] 4 Sep, 2020 @ 12:53pm 
Happy to see you two again in my playground. Thanks jandlml and vallibus.
vallibus 25 Aug, 2020 @ 1:09pm 
Another nice one from your workshop. A little unsure what to do at first, but a careful reading of the ant lines helped me get started.
jandlml 1 May, 2019 @ 9:39pm 
another fun laser map. too me several tries as the cube kept respawning,sometimes for no reason
stormsend  [author] 26 Jan, 2014 @ 6:12am 
Yes I have to agree. The sphere was a bit disagreeable even to me so I made a small change to the map. The sphere will eventually take care of itself now.
I wish to express happiness that you all are enjoying my creation. I am not an artist but I try. Thanks and I'll see ya round the workshop.
kimist108 25 Jan, 2014 @ 3:34pm 
Agree with DTKinetic.. that sphere just insisted on going the wrong way. Usually, I am not a big fan of laser puzzles, but I enjoyed this one.
GraveNoX 20 Jan, 2014 @ 4:21am 
Well, I hope this is the right solution, I can't find anything else, http://i.imgur.com/MFskmcZ.jpg
DTKinetic 4 Jan, 2014 @ 7:12pm 
I really liked this puzzle! Didn't find it too difficult after I spent some time figuring it out. Nice use of what I call "selective portaling". Only critique was that it really took some timing skill to get the sphere out to a safe place, but other than that, not too bad! You should really like my newest puzzle The Mismatch Room http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=212135864 Coincidentally, they have a lot in common ;)
stormsend  [author] 29 Dec, 2013 @ 1:53pm 
Brand new intro to the map which incorporates a little puzzle that some might find challenging. Thank you Prototype for pointing out the need.
stormsend  [author] 29 Dec, 2013 @ 5:33am 
Nice suggestion. I'm going to give that a little thought. Maybe do some kind of puzzle at the start. Thanks for playing and commenting.
Prototype 28 Dec, 2013 @ 8:01pm 
Nice puzzle. Antlines/signage could possibly be simplified. Also I wonder about the reason for the caged cube, once you put it on the button there is never any need to move it...wouldn't it be easier to just have the lasers always on and replace the flip panels with permanent surfaces?
stormsend  [author] 21 Dec, 2013 @ 9:59am 
Cool
mood3rd 21 Dec, 2013 @ 9:37am 
stormsend
I just subscribed to your map.
should have a new map out soon (I hope)
another new concept, at the exit, will stump a few.
I will leave you a link when finished, if that's ok ?
stormsend  [author] 21 Dec, 2013 @ 9:02am 
New map up called Reflection of a Shadow . Suitability or fittness for testees is strickly not warranteed. Play at your own risk.
mood3rd 18 Dec, 2013 @ 3:46am 
stormsend
perfect ( untill the next players comments :) )
glad to help.
thankyou for the credit in the description.
glad map re-published, without a problem.
I will let you know when my next map is published.
stormsend  [author] 18 Dec, 2013 @ 12:48am 
For those who just can't get it I have a walkthrough but you should really try again before watching it. Don't deprive yourself of the feeling of accomplishment. Sure it's hard but you can do it.
stormsend  [author] 17 Dec, 2013 @ 11:55pm 
As usual I received excellent comments and useful criticism from you. Map updated and I'm much happier with it. Thank you mood3rd.
mood3rd 17 Dec, 2013 @ 11:18am 
stormsend
much improved :)
though now you altered the connection to the panel.
thier are 2 solutions:
the cube that directs the laser to deploy them,
can be near it's original location, under the cube dropper.
or on the piston, in the next chamber.
1 solution would be better.

laser catcher under laser field now visible, great.
small thing, but perhaps make it more central, as it looks a bit odd.
fizzler signage great.
if you want to let the player see the panels, before deployment,
you could change them to glass (1 entity cheaper per panel).
I would remove the colum hidding the portable area on the exit side,
& replace it with glass, to let the player figure out the solution, before crossing.
but your choice of course. the rest is great.
stormsend  [author] 17 Dec, 2013 @ 10:00am 
I didn't know until I saw your screenshot that one of the panels was switched different than the others. I made the marker invisible because the antline was difficult to place and I thought it would deploy when the others did anyway. I must have had it switched different at one time and forgot because no marker. Every time I played it, it would be deployed because I had the other switches on also. I never saw it until you showed me. Fixed. I have moved the markers for the fizzler where they are visible in the first chamber. I have made the laser catcher visible from both sides. I left the portal surface because I think it makes a better puzzle element being where it is and not visible from the first chamber. No need to play through again but take a look at the changes if you like. Thank you for all the great suggestions. Will be anxiously awaiting your next creation.
mood3rd 17 Dec, 2013 @ 5:10am 
stormsend
re-tested 2 of 2:
signage for fizzlers are on the wrong side. no big problem, as can walk through & see them.
but would be better visible from the entrance chamber.
as the portable area in the exit area, is essential to solving the puzzle.
could you make it visible, from the other side & use glass to stop unintended use of it.

at last, I solved it :) see next screenshot:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=204774110
very good puzzle.
(but all puzzle elements need to be visible.
if we can't see them, we can't think about them)
as I believe you will sort these things out-thumbs up.
mood3rd 17 Dec, 2013 @ 5:10am 
stormsend
re-tested 1 of 2:
the relay is perfectly visible now :)
the cube does not fall to the floor.
the laser catcher in the floor is still only visible after crossing to exit side.
could you make it visible from opposite the exit ?
so the player could see this essential part of the puzzle.
as for the angled panels:
I thought I had to use the piston to direct the laser at the laser catcher.
this did not deploy the nearest panel. see 1st screenshot.
thier is no signage for the undeployed panel.
so this is what stumped me, as I did not know their was a panel there, to deploy.

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=204774201
stormsend  [author] 17 Dec, 2013 @ 1:28am 
I am glad it was you testing my chamber first. You are very thorough and pretty much find all the errors in the map. I have addressed a few issues you mentioned. First, the cube should not fall to the floor now. The relay should be more visible now. The item in the pit, linked to the exit should be more visible now. As for the angled panels, I have no problem hopping over when they are deployed. Don't forget that the solution is easier if you start at the end and work backwards figuring out the switches. And that's all the lasers are, switches. Thank you for testing.
mood3rd 16 Dec, 2013 @ 6:58am 
the solution in the 2nd chamber is eluding me ?
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=204506692
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=204506674
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=204506626
can't see why side panels are deployed, as can't reach them ?
can't see what is hidding in the floor, connected to the exit.
the 1st reflector sometimes rolls off the top onto the floor.
this is how I got this reflector as well as the 2nd one.
but repeating it is random & not garenteed to happen.
is getting the 1st cube intended ?
a better view of the relay in the 1st room is recommended, as easily missed.
I liked the double laser into the relay & laser catcher :)