Portal 2

Portal 2

Command Center
21 Comments
s36e175 2 Dec, 2021 @ 10:22pm 
Nice map. Thanks.
Rooke 16 Oct, 2021 @ 10:48am 
Excellent puzzles! Well thought out and well done! :steamthumbsup:
The ending "boost" on the cube fit nicely with the opener.
Rooke 15 Oct, 2021 @ 6:21pm 
I started this with only about 30 minutes to play, and I thought this would be just another 10 minute puzzle, but was I wrong. I'm going to have to devote a bigger chunk of time to get thru this one tomorrow. So far I'm very impressed with the puzzles. Looking forward to solving it.
nock 11 Sep, 2021 @ 11:58pm 
Not usually a fan of these types of maps, however I can see that a lot of thought was put into the design, with considerations given to escape routes for the player. Good job Sam!

https://www.youtube.com/watch?v=tCHI6i5aHz4&t=3962s
hub 29 Jun, 2021 @ 4:12am 
:vote_yes:
bullfrog 12 Jun, 2021 @ 1:27am 
This was certainly turned out to be more fun to play than I thought it would be when I first walked in the chamber - thumbs up.
Dark Rozen 19 May, 2021 @ 3:46pm 
decent puzzle
kai angel 2008 13 May, 2021 @ 7:27am 
ok thanks
samfizz  [author] 13 May, 2021 @ 4:35am 
Sorry @magic-traplus werd, I'm not sure I understand your question. If by different position you mean slightly sticking out, this happens when I put the piston flat on the ground or wall with no inputs connected to it and set it to not move when players stand on them.
kai angel 2008 12 May, 2021 @ 11:30am 
how aded piston plantaform difrent posicion
Daniel Shine 7 28 Apr, 2021 @ 10:15am 
Fun map! Interesting puzzle mechanics. :steamthumbsup:
GrottoLova 22 Apr, 2021 @ 12:19pm 
Super fun map. I had to pay attention in order to get it solved.
samfizz  [author] 22 Apr, 2021 @ 5:03am 
Thanks for playing and for the detailed feedback sheepdog, it's very helpful. I made the chamber smaller which should make shooting portals less awkward, and I'll keep in mind that trick with recessed walls. Although, the solution you pulled off with the quick portal shots to get the sphere on the button was actually unintended! I couldn't find an elegant way to discourage that but I did make some visual changes to try and make the solution easier to figure out. The angled panel is also now a covered panel activated by one of the buttons like you suggested. Thanks again!
ĐⱤ₳Ⱡ₳₥i₳₦ 20 Apr, 2021 @ 7:57pm 
3)~I have been playing around with v. 39.1, portal magnets do not work for me so I am guessing they do not work for you. If they do work for you, use them, but if not, I have a trick that makes half panels less portal-resistant. You can depress the surface into the wall. I am doing that trick in the test I am working on, here is a screenshot to show you what I mean. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2463547601
ĐⱤ₳Ⱡ₳₥i₳₦ 20 Apr, 2021 @ 7:57pm 
2) Now for the useful feedback:
~ You have two different portalable surfaces right next to each other, one is used to get the sphere on the button and the other has no use, you can remove the one that has no use. It is a little obvious which portalable surface is needed but to avoid any confusion - because it will suck to place the portal on the wrong surface, I recommend you remove it.
~You can also have one of the buttons (not the one with SQUARE) to connect to the angled panel, this can give the companion cube more use.
~The test is a little too big. It is difficult to place portals (especially without portal magnets) in timed situations. Shrinking the test or bringing certain portalable surfaces closer to the player will help make the test more consistent.
ĐⱤ₳Ⱡ₳₥i₳₦ 20 Apr, 2021 @ 7:57pm 
1) blind playthrough https://youtu.be/5YCQ8015HLs I recorded this when I was super tired and after a couple of beers, so my thinking and reactions are a little slow. Not Bad! I was a little nervous entering the test and seeing how big it is and the type of puzzle it is. I have played other 'cube mazes' and I usually give up because they are too confusing-usually because of too many buttons. But you found a way to make the test logical instead of drawn out, making this one of the best tests I have seen use this 'cube maze' and and 'control room' theme.
samfizz  [author] 19 Apr, 2021 @ 9:37pm 
Fair enough! Thanks for the feedback.
Reika 19 Apr, 2021 @ 2:33pm 
It was the impression right after entering the large room, looking out from the raised area at a huge goo pit with items seemingly scattered around it.

Basically, your map shared a visual similarity with all those "I threw a bunch of random items into a semi-random arrangement and called it a puzzle, look how big this room is, isn't that cool" maps. :P
samfizz  [author] 18 Apr, 2021 @ 11:01pm 
@Reika Ha, thanks. Was that the impression you got from the screenshots, or when you started playing? I tried to avoid long messy antline paths and make it as clear as possible what each button did with direct sight lines. Hopefully it works well in practice and is minimal enough to look alright.
Reika 18 Apr, 2021 @ 4:30pm 
This was a lot nicer than I was expecting, given the initial appearance of "giant PeTI room full of signage". :P
ShaggieIII 17 Apr, 2021 @ 2:35pm 
Nicely designed - everything worked perfectly. Big thumbs up.