Portal 2

Portal 2

Restricted Redirection
74 Comments
Cooligan 11 Aug, 2023 @ 12:39am 
not bad. it took a while to solve
Gabriel Bacon 10 May, 2020 @ 7:45pm 
Satisfying little test!
bullfrog 7 Mar, 2018 @ 10:23pm 
.... there’s a video :steamfacepalm:! Yep, did as intended :)
bullfrog 7 Mar, 2018 @ 10:20pm 
Great puzzle. Pretty simple, once you work out what does what and what you can see from where. I used a fling to get up to the cube, unlike @DeathWish808, so guess I did it as intended :)
vallibus 15 Feb, 2017 @ 7:18am 
Ha! Another nice one from your workshop.
ChrisLP 25 Dec, 2015 @ 9:25pm 
ABSOLUTELY PERFECT!!!! Solved really fast coz I LOVE OVERGROWN!!!!!
Petutski 19 Mar, 2015 @ 1:46am 
Nice map! Logical and fun!
DeathWish808 22 Feb, 2015 @ 10:10am 
Nice one! I saw your comment below about flinging, so I'm gussing I did something unintended as I never did any flinging. :-)

Blind run: http://youtu.be/GbhwaVCpFt8
benjaminyc88 20 Feb, 2015 @ 12:46am 
take me lot of time to pass
Mitch McWiggins 16 Feb, 2015 @ 8:39pm 
Excellent, thanks.
Talisac 16 Feb, 2015 @ 1:07pm 
Beautiful map, very easy but perfectly done.
The Bee's Knees 8 Feb, 2015 @ 9:11am 
Yeah well the fling is hard, but not even needed anyway.
nintendo.erk  [author] 8 Feb, 2015 @ 12:38am 
The fling isn't meant to be hard, it's just a basic "jump down and fling up" move and I placed a placement_helper to get the portal as close to the cube as possible ;)
The Bee's Knees 7 Feb, 2015 @ 11:52pm 
To those who mention that the fling to the cube is too hard - I tried that several times and also thought it was too hard, but then I found a simpler way to do it. More cunning, but much easier to execute.
mobsta Lobsta 5 Feb, 2015 @ 1:04pm 
that was hard. but i got it after a bit. thanks
The Sojourner 4 Feb, 2015 @ 1:47pm 
Nice & simple. Good work as usual :p2cube:
furniture 💩 4 Feb, 2015 @ 12:24pm 
Nice map, nice visuals.
nintendo.erk  [author] 4 Feb, 2015 @ 11:34am 
Thank you both for the kind words :)
Nube52 3 Feb, 2015 @ 8:36pm 
Awesome Sauce - very nice - thnaks for making this test and environment
[S.T.A.L.K.E.R.] jackloko99 3 Feb, 2015 @ 7:26pm 
very nice, Thumbs up
nintendo.erk  [author] 3 Feb, 2015 @ 1:46pm 
Thank you all.
@ yankee : I think that's caused by the bee2 items I used, some contain paint_sprayers.
@ alex : I used hammer in portal 2 authoring tools beta to edit the pti map.
Richard L 3 Feb, 2015 @ 1:04pm 
Good one.
akross.cs 3 Feb, 2015 @ 7:20am 
beautiful design
xeqla 2 Feb, 2015 @ 4:27pm 
how did you make this?
yankee 2 Feb, 2015 @ 12:54pm 
Well done, was some tough thinking but not too much. The only thing I disliked was the fling to the cube which took me a number of tries and it needs a lot of walking around between each try . Anyhow: Thumbs up.

P.S.: Why does this have a speed geö + bounce gel tag in the workshop?
Malfaction 1 Feb, 2015 @ 7:18pm 
Nice chamber; required some thinking ...; thumbs up!!
nintendo.erk  [author] 1 Feb, 2015 @ 10:17am 
I'll try tomorrow, maybe even make my own elevator if I have to :)
Thanks for your help.
Krowi 1 Feb, 2015 @ 9:27am 
Well, like I said, been a while since I made my last map and I don't know the names anymore. If you want I can take a look at a copy of your Hammer files but I can't guarentee anything. Also you would have to guide me a little bit in how everything works again :P What you maybe can try is remove the arrival elevator, place a spawnpoint in an empty room and see if you still get both sounds. Just make sure you make a BACKUP before editing anything.
nintendo.erk  [author] 1 Feb, 2015 @ 9:06am 
You mean the global_pti_ents. I edited all those instances to fit my map also deleting or disabling all the choreo scenes in global_ents, I also removed every ambient_generic that had dialogue from the elevator instance... I'm at a loss :/
Krowi 1 Feb, 2015 @ 8:55am 
There is also a standard cube when exporting PTI's. It's placed somewhere in the world and holds events for completing a map and showing the rating screen. Maybe it's in there? It's been about 1-2 years since I made my last map (Into the Opera, have a look ;) ) so it's all kinda vague.
nintendo.erk  [author] 1 Feb, 2015 @ 8:47am 
I modified the bee2 overgrown style elevator instance and replaced the stock pti elevator instance with it. Usually when I export a pti map and I add my own dialogue just removing the Cave mutiverse thingys removes the Cave voice...
This is exactly why I stopped exporting pti maps but I was lazy for this one :P
quatrus 1 Feb, 2015 @ 8:46am 
Another great map, thanks for creating....
Krowi 1 Feb, 2015 @ 8:37am 
Is the elevator from the PTI? Else it's some standard event and you have to edit the default block.
nintendo.erk  [author] 1 Feb, 2015 @ 7:28am 
Wow, I removed the Cave multiverse speach but it still plays....
If anyone can help me remove the Cave speach please let me know
nintendo.erk  [author] 1 Feb, 2015 @ 3:36am 
Should be fixed now, thanks again ;)
Krowi 1 Feb, 2015 @ 3:22am 
At the start 2 sound files overlaps each other. Some robotic voice and Cave talk at the same time when you come up the elevator. [EDIT] Finished the map now. Nice and simple :)
Chelliste 31 Jan, 2015 @ 8:19pm 
I'm glad I solved it on my own before seeing the author's clues. In my opinion the "overgrown style" is cosmetic and doesn't intrinsically improve the quality of the puzzle. If you have a crappy smartphone, putting a different skin on it doesn't really help. But THIS puzzle is high quality despite, or perhaps because of, its simplicity. And by simple I don't mean it's easy, I mean it's not overly complicated.
Cranberry Boy; Boy of Cranberry 31 Jan, 2015 @ 7:40pm 
Too lag; couldn't play.
nintendo.erk  [author] 30 Jan, 2015 @ 11:27pm 
@ piercove : notice holes in the glass...fling :)
InfinityPlus05 (She/They) 30 Jan, 2015 @ 5:01pm 
Is this even solvible? >:(
jbustter 30 Jan, 2015 @ 4:50pm 
thanl you very much!
nintendo.erk  [author] 30 Jan, 2015 @ 4:48pm 
You need to use pakrat to pack that sort of things into the bsp but I couldn't help you with that because I never used it.
jbustter 30 Jan, 2015 @ 4:46pm 
how can i use hammer to make that work? if at all?
nintendo.erk  [author] 30 Jan, 2015 @ 4:45pm 
Ah, yeah then it's simply a beemod only thing. hammer and packrat might help with that
nintendo.erk  [author] 30 Jan, 2015 @ 4:44pm 
Here [www.dropbox.com] I got A fixed version of it, I removed the cans in hammer. You can place it in SteamApps/common/Portal 2/sdk_content/maps/instances/p2editor_overgrown and that issue will be silved :)
jbustter 30 Jan, 2015 @ 4:44pm 
i used "art therapy" with an item called "catapult cube" from "bee2 addons"
nintendo.erk  [author] 30 Jan, 2015 @ 4:41pm 
I take it you used the overgrown style? The cube dropper coming with it spawns food cans randomly when it drops a cube. Those cans are blue errors for players who don't have bee2 installed. That's one of the reasons I made the cube dropper myself :)
jbustter 30 Jan, 2015 @ 4:32pm 
thats cool :)

ill look thanks ough tutorials at youtube for how to do the elevators.

one last thing though, i had an issue with bee2 where i published a map, with a catapult cube (the latest one on my profile if you wana look) but a tester i gave it to saw the new cube as "error" doesnt the map suppose include new "bee2 addon" models when you download it? beacuse that can really be annoying if i cant put new assets at maps for the public
nintendo.erk  [author] 30 Jan, 2015 @ 4:15pm 
The transition logic, the elevators and entrance/exit doors. They don't work proper when I export bee2 styled maps. It spawns the player in the middle of the void most of the time and if that doesn't happen the elevator doesn't work trapping the player inside it...
I placed that metal there to hide the solution a bit otherwise it would be too obvious :)
jbustter 30 Jan, 2015 @ 4:10pm 
what do you mean by transition logic with bee2?
and i forgate to mention, i think the metal on the concrete floor, where you need to make the jump a bit to hard to execute, but thats just my opinion