Portal 2

Portal 2

Dash of Zest
21 Comments
Nobody No-One 25 Dec, 2022 @ 12:18pm 
Nice easy map with a well-designed tutorial room and a satisfying expansion of the concept.
Rooke 16 Oct, 2021 @ 2:09pm 
Very good map puzzles! Enjoyable! Keep up the good work. :steamthumbsup:
samfizz  [author] 6 Jul, 2021 @ 3:43am 
@Andy T I think I know what's happening. It is indeed intended for the uncoated cube to slide slightly down the ramp . This is what the pre-placed splotch of propulsion gel at the top does, as well as subtly hint that you can get gel there later . However, I believe the way it gets placed is slightly randomly each time you run the map, and you were unlucky enough for there to be barely too little gel near the field for it to work. I never saw this happen in my testing or other playthroughs so I wasn't aware of the issue, but unfortunately it seems to just be a rarely occurring flaw. Relaunching the map should fix it. Sorry for the trouble.

I've seen the pre-placed gel generally be confusing for others too, so I might avoid using that or make sure it's better implemented/introduced in the future.
Andy T 6 Jul, 2021 @ 1:15am 
Something is not right here, I checked @bullfrog's run, now my installation has a problem of its own describing later, but his run the first time the cube runs down the chute uncoated, I can't replicate it. nor do I think you intended it since it is established back in prep room player has to coat it to run down the chute.

But I still can have it cross I just have to position it leaning its weight on field; and while that is a go, it barely crossed it, unlike in the video it ran down about 1m. Having said that, if the game was suppose to be coated for the chute the game is in paradox and I can't find a runway to solve it, which is the mutual paradox here.
Joric 30 Jun, 2021 @ 1:42pm 
I can abuse the hell out of that dropper (up to 5-8 cubes). Put it higher https://youtu.be/xkTXcm_c52o
Dark Rozen 29 Jun, 2021 @ 11:27am 
That's pretty cool, nice layout too
samfizz  [author] 12 Jun, 2021 @ 1:28pm 
@lapicidas Thank you, I appreciate it!

@bullfrog That all looked intended. Thanks for playing!
bullfrog 12 Jun, 2021 @ 1:02am 
Good puzzle - your maps are definitely moving in the right direction - thumbs up: intended solution ?
lapicidas 9 Jun, 2021 @ 12:10am 
@samfizz....yes, it worked not always ;-) and not anymore after the update anyway, well done.
By the way, I like the map very much :steamthumbsup:
samfizz  [author] 7 Jun, 2021 @ 1:37pm 
@lapicidas Weird, when I tested it the cube didn't block the laser when it fell from the dropper. That is how you solved it at the end, right? I moved the dropper so hopefully it's fixed. Thanks for catching that.
lapicidas 7 Jun, 2021 @ 10:54am 
Without using the ceiling panel: https://youtu.be/EA3vihZ0uSA :steammocking:
samfizz  [author] 28 May, 2021 @ 9:50pm 
@Punisher I took an educated guess, I think you may have used the portal surface next to the gel dispenser to gain speed and fling when you shouldn't have been able to . That was a recent addition that I clearly didn't test enough, ha, but it should be fixed now. If there was anything else you think may have been unintended feel free to let me know.

Also if you feel like it, maybe try to give the intended solution a shot now. Hopefully it's a bit more challenging and satisfying :)
samfizz  [author] 28 May, 2021 @ 9:02pm 
@₴ⱧɆɆ₱ĐØ₲ Thank you!

@Punisher Thanks for playing, and I appreciate the feedback. Good point about the ceiling, I think I can address that. Can I ask what you did to solve it? It does sound like you were able to skip a chunk and do it unintended. If you even wanted to record your method I'd be very grateful, but explaining would be fine too.
ĐⱤ₳Ⱡ₳₥i₳₦ 28 May, 2021 @ 6:38pm 
Played it again, much better good job!
Punisher 28 May, 2021 @ 1:31pm 
This is a very interesting and fun map. It introduces the custom fizzlers well and has a nice and easy puzzle. But , I think I solved it in a way that was not intended , I never needed to press the button that had a ,,square'' singage.I also didn't hit any laser receivers apart from the one that the laser aims right at.
Some other feedback I would like to give would be the runway in the second room that you were probably meant to paint with surfaces on the ceiling , I didn't notice the panels in the ceiling because I rarely look up.I would suggest adding a signage that points up or some antline that goes up there so people who want to figure out what triggers what will notice the surface in the progress.

Anyway , good map with a simple yet interesting concept.:steamthumbsup:
samfizz  [author] 27 May, 2021 @ 4:24pm 
Okay, hefty update is live, details in change notes. Test should be improved now.
ĐⱤ₳Ⱡ₳₥i₳₦ 26 May, 2021 @ 8:33pm 
In first room, maybe you can have the cube land on a horizontal green field. To get it, you have to use the orange gel to fling upwards to grab it. I see your point about using signage, but if you can use antlines, use them because they are almost always better than signage.
samfizz  [author] 26 May, 2021 @ 3:08pm 
@₴ⱧɆɆ₱ĐØ₲ Very helpful suggestions, thank you. Working on implementing these. Couple of questions about the first room--its purpose is pretty much just to introduce the custom fields and the cube sliding , so I thought it being easy would be fine. But with that in mind I can agree the first move is simple. Do you have an idea for something else that introduces the green field but is slightly more interesting? Or is it okay only really being an obstacle for those who don't know what it does (in which case it would teach them)?

And about the antline for the green field, what do you think of using signage here instead to match the second room? I think they're close enough to not be confusing and it might even reinforce the field connection for the next room.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2498829100
ĐⱤ₳Ⱡ₳₥i₳₦ 25 May, 2021 @ 10:46pm 
2) The second room has a lot of potential. I am 95% sure you do not need a paint field by the trigger button. The wall between the cube slide and the exit area can be a glass wall. This can help with visibility and if you move the exit laser catcher to just below the second cube button. This can help shrink the antline, plus, you will not need the exit sign. It feels a little cramped from all of the 'extreme' geometry changes and antlines going everywhere, but I think the glass wall can greatly help with that. The angled panel is a little hard to see. Pushing it back one into the wall can help (or just make the test slightly bigger.) The portal above the trigger button is a little boring. The cube can take the same cube slide path twice First time to get the second cube, and the second time to get to the exit.
ĐⱤ₳Ⱡ₳₥i₳₦ 25 May, 2021 @ 10:45pm 
1) Blind playthrough https://youtu.be/f4l_w-scF_I . First room: The antline connected to the green field is long and takes a weird path. I think if you swap the cube area with the greenfield/button area it can help. If you can force the greenfield antline to hug the wall and the exit antline to travel along the floor, it can help separate the antlines. (Not a problem in this version, but if you change it, it could be a problem.) The first step being a forced portal is a little boring. The first step should be the easy but not that easy.
hub 24 May, 2021 @ 10:55pm 
:cupup: