Portal 2

Portal 2

Revisit
27 Comments
SpielSatzFail 1 Dec, 2024 @ 2:41pm 
Awesome map! It contains so many great ideas, not only the exit fizzle which btw I only saw once in all my playtime, but also the portal management that enables the player to make his way forward. Big thumbs up :steamthumbsup:
polaczeniezresetowane 4 Jun, 2020 @ 4:28pm 
LOVELY! that is how games should be done. In some sense is like "a game out of game sollution". Wreid but beautifull.
bullfrog 3 Aug, 2019 @ 10:13pm 
Excellent puzzle; clever and creative - definite thumbs up
Teo 24 Jul, 2019 @ 3:03pm 
Incredible map, probably my favorite I've played in a real long time.
Rector 13 Apr, 2019 @ 4:57am 
Awesome. Creative way of fizzling the cube . The reflexes needed for the last move didn't take away much from the puzzle. Nice work!
Nobody No-One 30 Aug, 2018 @ 9:06am 
That's how I solved it. Presumably that last move is what "Some reflexes required" in the description refers to.
Joric 30 Aug, 2018 @ 12:17am 
My 3:50 playthrough: https://youtu.be/oJNYxkC2AOI not sure if intended, last shot feels too ninja.
Nobody No-One 29 Aug, 2018 @ 7:37pm 
Excellent map. I've seen the technique of fizzling a cube in the exit door before, but never so well integrated into a proper map. Thumbs up/favorited.
jandlml 24 May, 2017 @ 6:31pm 
wow what a map! dont think i used ninja moves. did it different than portalgeek.:steamhappy:
cyhborg  [author] 10 Sep, 2016 @ 2:39am 
forgot about fixing this thing, sorry about that
PortalGeek2 29 Nov, 2015 @ 6:09am 
Here's my solution:
https://youtu.be/qWBvSIOPHcI
If it's intended then the map could use a few improvements to avoid the ninja moves: the panels could be positioned a bit closer so it's easier to reach them in flight. The last part was quite frustrating because of that, I had to save a few times to pass.
:steamhappy:
camerson1313 6 Sep, 2015 @ 8:40pm 
Good map, as usual. I recorded my blind run (about 30 minutes)
https://www.dropbox.com/s/1t8hl1g879xcflc/revisit.dem?dl=0
RedSilencer 25 Aug, 2015 @ 9:58pm 
I do as well, but I try to overlap the symmetries when I have rooms facing each other. It can cut down the size of a map in half, usually. Like the floor between the light bridge and the surface with the light bridge emitters could be moved in by 2 blocks without losing functionality.

The tricks you put in this map give me some funny ideas... Imagine what you could do with a sendificator, an open door, and an orange funnel ...? Funny ideas. :)
cyhborg  [author] 25 Aug, 2015 @ 9:43pm 
thanks for playing. yeah it's quite big. i have a tendency to build things in units of 3
RedSilencer 25 Aug, 2015 @ 9:34pm 
Notoriously large, but very clever. I knew going in I would have to be no-clipping to figure out what to do and it drastically cut down on the time it would have taken to walk/bunny hop everywhere. I would have appreciated more visibility around the exit. There's a big block wall in the way, also... And the exit area could have been closer... Over-all, however, this is a great map. Favorited. :)

My blind run demo can be found at mediafire (.com) /download/zoyamg3v29oz8cm/cyhborg_revisit.dem
I say it this way because Steam would have otherwise removed my link.
Near 20 Aug, 2015 @ 7:19am 
Very good changes! Thumps up!
The MAD Fool 17 Aug, 2015 @ 9:09pm 
Doh!
cyhborg  [author] 17 Aug, 2015 @ 9:06pm 
1) You can still get out: just emerge at the top of the orange funnel, then funnel strafe towards the fizzler.
2) Wow, nice find! Thanks!
P.S. well you never know...
The MAD Fool 17 Aug, 2015 @ 8:30pm 
Nice changes, however, I noticed 2 little things. 1) You can get stuck in the tractor beam room if the beam is orange. If you replace one of the glass with a fizzler that should fix that. 2) Believe it or not one can make the jump from the tractor beam to the uper lower ledge (the one that is 2 units high with the button on it). The key to making this jump is to be about 1/2 a unit before the top when you push out. (If you go all the way to the top, odd enough you cannot make the jump.) If you bring the ledge in by 1 unit that should fix this issue. Hope this helps!
P.S. "his" is right. After all The MAD Fool HAS TO BE a guy-- right?
cyhborg  [author] 16 Aug, 2015 @ 7:48pm 
Made some changes to incorporate your suggestion. Thanks!
The MAD Fool 16 Aug, 2015 @ 7:13pm 
LOL, now I WANT to know what your solution is! BTW, I think it would be best if you make it so that you cannot shoot a portal to the bottom near the cube drop when you are at the top in the tractor room (in the tractor beam). The only is only needed from what I can tell is a way to get out. But I think it shortens the puzzle. Instead maybe make the angled panel a way out, perhaps? Just a thought. Hope this makes sense.
cyhborg  [author] 16 Aug, 2015 @ 6:54pm 
@The Mad Fool: Ack, why didn't i see that. Anyway, I like your solution better than mine, so I'll use your method as the official solution. I'll publish a harder version later.
quat 16 Aug, 2015 @ 6:44pm 
fantastic
The MAD Fool 16 Aug, 2015 @ 3:26pm 
I like the kill the cube technique. I kept trying to swat the cube back even though I knew that had little to no chance of working till I read Polux's comments. I never used the fixed angled panel. Was the suppose to be used? Either case I think the puzzle could use a little tightening up. But you have a good concept going here.
If you have a chance please check out my new puzzle: Over Here, Over There.
cyhborg  [author] 16 Aug, 2015 @ 12:37am 
Polux: Thanks for the video!
RedSilencer: As far as I know, it's the only way without mods. It's ugly, but it works.
azertyuiop 15 Aug, 2015 @ 5:07pm 
I have understood your idea to destroy the cube
but beware : https://youtu.be/twGOwpxKxk4
Good puzzle, you are still there :)
RedSilencer 15 Aug, 2015 @ 12:46pm 
I see you've adopted my habit of putting light bridge emitters on single portal surfaces to perfectly center them. :^)