Portal 2

Portal 2

Mamma told me NOT to come
32 Comments
stormsend  [author] 4 Aug, 2024 @ 5:52pm 
Agreed. Thanks Toon83
Toon83 1 Aug, 2024 @ 12:00pm 
After throwing a ball toward the turret, I found out what really had to be done. Hooray for quicksaves. :)
stormsend  [author] 2 Dec, 2021 @ 3:49pm 
thanks
waghihgaghhhhn 2 Dec, 2021 @ 1:18am 
fun map,I like the turret part !
stormsend  [author] 6 Sep, 2020 @ 5:39pm 
Thank you guys for your comments.
I've done that also. Played one a second time if I don't remember it. Some are just as hard if it's been some time.
vallibus 6 Sep, 2020 @ 1:31pm 
After finishing the map, I saw in the comments section I had played this map back in 2014. I vaguely remembered this map, but I'll bet you I got that second cube much more easily this time. Still fun the second time around.
jandlml 10 Apr, 2017 @ 9:38pm 
this was lots of fun.thanks little turret you were a really big help.
Spaceminnow 3 Sep, 2016 @ 9:28pm 
Good puzzle map :)
lfairban 12 May, 2016 @ 10:43am 
That ain't no way to have fun? Nice map. When I first saw it I had no idea what to do, or what I could do.
stormsend  [author] 29 Nov, 2014 @ 12:47pm 
Thank you for playing and leaving good constructive comments.
Daoud Baba 29 Nov, 2014 @ 12:41pm 
There are one very cool part : get the 2nd sphere. There an epic part get the 2nd cube ! But the look is not very good, the main room little bit bigger and one flip panel are useless for me. A little relooking can be very good for this one; but thumbs up anyway, that was lot of fun !
dire.fcs 2 Feb, 2014 @ 9:57am 
Excellent map and excellent ending!!!
kimist108 28 Jan, 2014 @ 2:55pm 
Had to go away and come back because at first I couldn't figure out how to get that second cube. Cute.
stormsend  [author] 28 Jan, 2014 @ 12:29am 
sweet
SkyRoots 27 Jan, 2014 @ 12:25pm 
Great puzzles.
I too especially liked the sphere/fizzlers/funnels puzzle.
I solved the turret/cube puzzle in an unintended way. I was able to jump up onto the orange floor and run to the turret (while hiding behind the cube) and then I grabbed the cube and knocked down the turret. How did i get up there? Here is a screenshot to show how it is possible.
vallibus 26 Jan, 2014 @ 3:00pm 
Now that was NAUGHTY! When I finally got that second cube, I had to laugh.
mood3rd 21 Jan, 2014 @ 5:13pm 
stormsend
re-tested.
yes walking has been reduced :)
you say, the funel sequence will end as intended ?
does that mean the faithplate was there, in the previous edits ?
I never noticed it.
this time, the added fizzler, made me look more carefully, untill I saw it.
at 1st I thought the fizzler made it imposible. but no :)

I thought changing the wieghted button, for the pedestal button,
made it easier & less challenging.
but as you said final edit, I doubt you will change it back.
still a good map, with less wear on my shoe leather :)
funel room improved even more :)
stormsend  [author] 21 Jan, 2014 @ 11:20am 
Ok. I have done the final edit. Walking is a thing of the past. And it's a different sequence so that most of the intended element usage should occur. A couple shortcuts were removed. Entrance to the exit area was greatly curtailed and the funnel sequence will end as intended. It's almost funny how you spend so much time in the map when you're building it that you soon get blind to obvious things that you'd see in someone else's map. I hope I've fixed some of the major problems Thank you all for testing and your kind crticism.
GraveNoX 20 Jan, 2014 @ 3:51am 
OK, I made a run, video here http://youtu.be/cwVcNbh2xcI First time I done it in a different way (used cube on the lowest button and many more).
mood3rd 20 Jan, 2014 @ 3:35am 
stormsend
re-tested:
now improved
the portable area I did not notice when I 1st played this map, was the panel.
to aid noticing this essential part of the map.
you could have both panels deploy in exactly the same place,
but from the opposite side of the wall.
& move the portable areas in line with it.

the funel room looks more visible now.
my room lighting is different this morning.
so maybe that also helps ?

the reduction of the glass helps reduce the walking.
but what I ment, was to reduce it the other side, nearest the ledge, where we land.
then move the portable area in line with it.
also removing 1 square of glass on the other side, to keep it's symetrical design.
thankyou for the update :)
stormsend  [author] 20 Jan, 2014 @ 2:06am 
Almost left out the important part.
As always, thank you for playing and leaving such good constructive comments.
stormsend  [author] 20 Jan, 2014 @ 2:04am 
Mood3rd
You always have a keen insight into what would make a better map. I have tried to implement some of your suggestions and have republished the new and updated version. If you care to look, I'd like you to notice a couple things I have included to reduce walking. First, there's a flip panel attatched to the lower button which allows you to portal from the entrance area to the opposite corner. This facillitates getting the sphere without walking. I also shortened the glass by one panel in the entrance area. Not a lot but it does reduce a little on the walking. I also removed a couple blocks which hid the flip panel high up. This greatly reduces walking as well as making it more visible. Enhanced lighting in the funnel area completes my update. What do you think?
mood3rd 19 Jan, 2014 @ 4:47pm 
stormsend
2 of 2
the turret idea & execution was great.
well done on that idea.
the funel room had me stop & think.
good sound puzzle.
& I liked the fact that if you carried the sphere to far,
you did not have to restart the whole thing.
(as not always easy to judge the angles, maybe a bit more lighting would help ?)
cube dropping into fizzler also good.
good sound map, thumbs up.
I would consider moving the portable area above, by the entrance area,
forward, to the ledge & reducing the glass 1 tile each side.
this would cut out some uneccesery walking.
though my not initialy noticing a portable area exagerated the walking.
so maybe not much of a problem ?
due mainly, but not only to your inivation with the turret,
I favorited this map :)
mood3rd 19 Jan, 2014 @ 4:23pm 
stormsend
1 of 2
good map.
3rd visit, I watched daloboy's video,
to the part where he fires a portal to the undeployed panel,
at the side of the exit area.
my observation sucks.
I did a walk around many, many, many times & had not seen it.
so I could not do anything, exept get the 1st sphere.
which was useless, as putting it on the button that respawns it,
was the only button I could put it on.
untill I saw that portable area in daloboy's video.
thanks dalaboy.
GraveNoX 19 Jan, 2014 @ 3:42pm 
This requires a lot of work to solve it, didn't liked it. Good puzzles but you need to go back 1000 times to do it.
stormsend  [author] 19 Jan, 2014 @ 3:02am 
Try my new map please. Time Out Thanks
stormsend  [author] 16 Jan, 2014 @ 4:38pm 
I'm glad you guys liked it. I like what you build too. Thanks.
daloboy 16 Jan, 2014 @ 3:55pm 
Very nice map/design/tricks! First time I see that "get shot and get the cube" ! I always forget that physical laws apply in that virtual world! Thank you for that! My solution .
Andi 11 Jan, 2014 @ 7:36am 
That was amazing. It took me forever to complete this test and I have a great time doing. BIG THUMBS UP.
stormsend  [author] 7 Jan, 2014 @ 10:29pm 
Thank you kindly. For an eye opener try Death Defying Adventure.
The MAD Fool 7 Jan, 2014 @ 6:16pm 
Ya, I did like the turret/cube part. Nice :)
DTKinetic 5 Jan, 2014 @ 11:40am 
See, Mom told me not to come but I'm sure as hell glad I didn't listen! =D

On a serious note, it was a good puzzle, I can't believe it took me a good half hour to figure out how to get the cube in front of the turret. Some flip/angled panels I didn't use, likewise I think the map could've used lots more portalable surfaces to cut down on time spent traveling. But overall it was good, the funnel room was the best part.