Portal 2

Portal 2

CC3 (Apollo)
46 Comments
Andi  [author] 30 Jul, 2019 @ 8:31am 
Thanks so much.
stormsend 29 Jul, 2019 @ 4:12pm 
Whew!! I didn't know where I was from the time I walked in. Several times I just walked around looking. Couldn't get a handle on it. When I got some gel, I spent hours making a mess of everything. Each time I progressed a little I could see where I had wasted a lot of gel. Finally it started to seem like a puzzle and if I tried hard enough I could figure it out. I had studied the final move many times before I was able to do something with it. Success!! Hooray!! On a final note. A small piece of advice. Don't listen to the complainers. You know who they are. Great work.
Andi  [author] 5 May, 2019 @ 1:18pm 
Thanks for playing,

It's been awhile since I played this one and I'm not sure what the intended solution is anymore. I'd have to play it play.
lfairban 5 May, 2019 @ 11:03am 
That was pretty crazy. It was fun even though I went in the goo more times than I could count. Too bad there isn't a video since I don't know if I did it the intended way.
Andi  [author] 15 Jun, 2016 @ 12:06am 
Thanks for testing. You're right, this is not my best work.
The Sojourner 13 Jun, 2016 @ 8:58pm 
To elaborate on some ways to improved the turret signage (dunno what you can do about the compantion cube sign) and misaligned textures:

1) Portal has the turret sign you're looking for in its game files. You'll need a tool such as GCFScape to extract it for use though since the files are packed into the game's VPKs.

2) As for the "misaligned" textures, they really weren't that bad, though the edges of some walls and floors did seem to have an improper edge. Not to worry though, as Valve was often as bad with this sort of thing, especially in the coop maps :P
The Sojourner 13 Jun, 2016 @ 8:53pm 
I have to be brutally honest here and agree with much of what | \_/ () said. I didn't really get this one, and nearly got as frustrated as he did! I especially didn't like the use of _vertex textures for non-paintable surfaces when just a glass cover (as in the last room) would've sufficed. I'm not sure if you were aware, but you also used wall textures on the floor, which actually kinda looks yucky.

One small exploit (maybe): I was able to grab the companion cube without the use of propulsion gel.

In short: not your best work. Don't worry, I still have faith in you as a test chamber designer though.

(and yes, I realize this is a somewhat late comment; I was on hiatus for a while :P)
Andi  [author] 12 Jan, 2016 @ 8:57pm 
Thanks for testing, GlaD you liked it.
big red foot 12 Jan, 2016 @ 1:20pm 
This was great game had lots of fun took me awhile to catch on
Andi  [author] 8 Jan, 2016 @ 9:57am 
@valibus, thanks for testing, I’m GLaD you liked it.

@wildgoosespeeder I'm not sure why the cube would be destroyed in the case either. It’s never done that before. Chock it up to a error in programming I guess. I know there are always exploits in any map and when you add conversion gel the chance of a exploit quadruples but I had the idea for this chamber so I said to myself, “Why not?”
wildgoosespeeder 1 Dec, 2015 @ 5:57pm 
Everything was going good until I was faced with white gel. I had no idea what you were trying to get me to do. In the end, I just ended up exploiting the white gel however I could and ended up cheating the infinifling method you seem to be suggesting with the blue funnel. After that, I just placed white gel wherever I could to exit. Also I don't know why the cube was destroyed when the white gel was pouring from the second dropper.
vallibus 27 Nov, 2015 @ 1:53pm 
Very nice map. My experience with playing your earlier maps helped tremendously.
Andi  [author] 21 Nov, 2015 @ 11:45pm 
Thanks for testing, I'm GLaD you liked it.
jandlml 21 Nov, 2015 @ 10:40pm 
wow that was really good. needed a little help with the trickier points but got most of it.
GBMusicMaster 21 Nov, 2015 @ 4:22pm 
Yes, ma'am.
Andi  [author] 21 Nov, 2015 @ 4:02pm 
3. The orange gel can be easily place in front of the turrets in less than a minute. I think you missed that one.

You don’t have to be sorry that you didn’t like this chamber, I want to thank you for testing and for leaving feedback.

@GBMusicMaster and |\_/() You two stop your fighting or I’ll send you to bed without dinner. ;)
Andi  [author] 21 Nov, 2015 @ 4:02pm 
Thanks for testing |\_/(), sorry this chamber wasn’t to your liking but as a fellow mapper, you can’t please everyone. I’ll answer your points though.

1. I didn’t want the ceiling (and part of the floor) to hold paint because it allows for several shortcuts, so I did this on purpose. I agree that the vertex texture doesn’t look as nice but what can I do to make it look better?

2. Which textures are misaligned? Also, the “turrets shooting” sign is a custom, but it looks fine on my end. It looks like all of the others. I’m thinking that your machine and my machine render the texture differently. I’m not a programmer, but that my guess. The water is pit to make it more challenging. I didn’t think this chamber was that cramped. I’ve been flamed to making chambers to big (too much waking).
GBMusicMaster 21 Nov, 2015 @ 2:24pm 
And now I'm done clogging Andi's page with this debate.
GBMusicMaster 21 Nov, 2015 @ 2:21pm 
Look, you're free to express your opinions however you see fit. I'm not going to argue rhetorical methodology here, except to say that three posts' worth of negative comments paired with one small side comment that's also used in a negative fashion is not constructive criticism. If you are going to be constructive, then you must balance positive and negative in roughly equal amounts. Also note that even in a Wikipedia entry, the postive comes first; you started with negative and stayed there until the tail end.

You may not have read the next part of that same Wikipedia entry: "In an online forum lacking face-to-face contact, constructive criticism is rare. People...write without consideration for how their opinion will be received, which is not consistent with the idea of constructive criticism. Effective interpersonal communication skills can be helpful to assess the recipient's frame of mind."
| \_/ () 21 Nov, 2015 @ 10:06am 
Wikipedia:
"Constructive criticism is the process of offering valid and well-reasoned opinions about the work of others, usually involving both positive and negative comments, in a friendly manner rather than an oppositional one. The purpose of constructive criticism is to improve the outcome."

- friendly manner - I didn't want to sound offensive for a single moment, I'm sorry if I did - check.
- positive and negative comments - my comment was getting a bit long so I focused on the negatives but I did say what I said about the music. - check.
- purpose - to improve the outcome - YES! If I didn't want my comment to make an effect on andy's future maps I wouldn't have bothered writing it so long. So I really hope that he'll mind at least 1/3 of my notes next time. - check.
- valid and well-reasoned opinions - opinions are reletive but I wrote 4 lines of text about why I think the chamber is cramped. I think they're well-reasoned enough. - check.
GBMusicMaster 21 Nov, 2015 @ 9:38am 
Wow, | \_/ (), tell us how you really feel.

I should think the reason for unpaintable surfaces would be obvious, since conversion gel is involved. I disagree that this map is cramped. The main room is VERY open, and as the player solves pieces of the puzzle, more is revealed. Maybe that's not to your liking, but it's not a flaw in the map. And "so many puzzle elements"? I count six total elements that the player manipulates-- speed gel, faith plate, funnel, companion cube, laser, conversion gel. Six doesn't strike me as so many, especially when they are used independently for the most part.

I appreciate the comment about the music, but your definition of "constructive criticism" could use some review.
| \_/ () 21 Nov, 2015 @ 9:12am 
(3)
Oh, and I don't know if you've noticed, but orange and white gel work only in large quantities and increased splatting properties. There's nothing like this here. Moving orange gel in front of the turrets isn't that fun because you have to do it several times. Not. Fun. At all.
The logic of this puzzle is everywhere. There are so many puzzle elements that you don't know what thing to use where.

I like the music - only the music I think.

I think that's enough constructive criticism for one map.
Short version: I don't like the map - visuals, puzzle, layout - nothing. So sorry.
| \_/ () 21 Nov, 2015 @ 9:12am 
(2)
Also, some textures aren't aligned at all. They just stick out in the middle of a big wall.
Are the [turrets shooting] signs custom? Because that shows. In a bad way.
The water pit, it seems, has no purpose (in front of the exit) except for visual style but unlike your previous maps that doesn't work here because there are jumps, flings and so many other ways to fall in it which gets pretty annoying.
What's more, everything is so cramped! There's no room to stop and think about the puzzle for a minute (99% of all good maps have that open space). This also leads to the player being able to get to places by just jumping, e.g. over the companion cube room and in it, or just using a short fling to get to the button that opens the door (by landing on the edge of that platform).
| \_/ () 21 Nov, 2015 @ 9:11am 
(1)
I have so many things against this map.
First off, why are there areas where I can't put paint? I mean, I get the crossed gel signs
(which I just don't think are enough to make these unpaintable surfaces make sense) but -
why is the ceiling unpaintable? Why here ?! And why are the stairs in the screenshot black? There are also some many surfaces which tend to flash and manipulate light so that they're bright one second and dark the next. It looks awful on low video settings. All of this is total randomness!
Pedro 19 Nov, 2015 @ 1:30am 
Nice!!!
Andi  [author] 18 Nov, 2015 @ 11:01pm 
This chamber has beed updated and most of the shortcuts have been taken out... I hope.
Andi  [author] 18 Nov, 2015 @ 8:57pm 
Thank you for testing and thank you for the compliment, I really appreciate it. You did everything as intended except the end. I’ll have to address that. Thanks again, I’m GLaD you liked it.
DeathWish808 18 Nov, 2015 @ 2:06pm 
Your easiest by far, but fantastic. Loved the style and layout. Your hard work does not go unnoticed. .
I would have actually used the reverse funnel button to make the speed gel part much quicker. Never even noticed it until I watched my video back. lol. I'm usually much more observant.
Great job! :p2chell:

Blind run: https://youtu.be/Ufuh5jTp6RM
Andi  [author] 18 Nov, 2015 @ 9:28am 
Well, you can't make a winner with every single map but, thanks for testing.
RedSilencer 18 Nov, 2015 @ 7:15am 
Honestly, I don't like gel-based puzzles. I give this map a "meh." rating... Pretty much just a step-by-step sort of brainless map. I don't particularly like the use of white gel. Narrow platforms are awkward to get around. Other than that, this is a good-looking map. The music was good, but I was listening to a podcast so I only heard a few seconds of it.
KAKTUS ‡SvK‡ 14 Nov, 2015 @ 10:34am 
ANDI No, I will attempt to :steammocking:
BleuRaven 14 Nov, 2015 @ 8:32am 
I dont found
Andi  [author] 13 Nov, 2015 @ 11:32pm 
In the early versions of this chamber, the stair case was necessary. As this test evolved, I found I didn’t really need the stairs, but, I had spent a lot of time getting them to work and to get the perpetual laser to look right. In the end, I didn’t have the heart to cut it, so I left it in.
󰀉tempeh󰀉 13 Nov, 2015 @ 5:21pm 
Like Jade, I used the white gel to solve the test. I looked around but I still don't know where the laser is.
Jade BGE 13 Nov, 2015 @ 4:50pm 
I had to go back in there and see what that lazer was for. Now I do see but see why I didn't need it. That conversion gel - it's can go everywhere.
Andi  [author] 13 Nov, 2015 @ 2:35pm 
I'm GLaD that everyone is enjoying this chamber so far. Thank you for testing.

@ KAKTUS ‡SvK‡ You were struggling? Did you solve it?

@ TreasureGhost Thanks for the tips, they worked great. :)
GBMusicMaster 13 Nov, 2015 @ 2:09pm 
Since I provided the music for this map (thank you, Andi, for asking me), I got to see it weeks before its release, and that was before all the p2map frustrations. For a first all-Hammer map, I thought it was inventive and inspired, and I loved all the little touches (the feedback antlines, for instance, and the caps on certain posts). The puzzle was great, too--I got seriously stuck trying to get to the uppermost area, and I learned a Portal trick I hadn't known before.

Huge thumbs up and favorite! AND NOW IT'S DONE, ANDI!!!
Jade BGE 13 Nov, 2015 @ 12:03pm 
That was a very nice challenge. I was waiting for a laser - for obvious reasons -but it was a no show? I probably just don't know something I should.
I too did not use the reverse funnel. Definitely lovely map though I made a real mess. Thanks
TG 13 Nov, 2015 @ 10:33am 
(2)

Try to not forget that one, I noticed the goo is not capable of reflecting models, to fix it, you'll have to set every prop_dynamic/static/physics etc. near the goo to Render In Fast Reflections to 'yes', after this you will have a fancy goo capable of reflecting models, else there will be ugly white squares or it won't reflect entirely.
TG 13 Nov, 2015 @ 10:30am 
Quick tip: I noticed vertex textures on the ceiling, now I think you already know it but don't use them, everytime I make a map I go to texture application tool, click on replace, then I see all textures used in the map, if I spot vertex texture, I immediately replace the texture with a proper one.
TG 13 Nov, 2015 @ 7:59am 
Very nice map with very good custom visuals and music, one of the 128x128 fizzler's vertical edges are not textures correctly.
Other than that, solid splendid map.
Thumbs up!
jgaultney 13 Nov, 2015 @ 7:53am 
A very enjoyable, and at times, challenging puzzle. While I'm sure I seriously abused the
white gel, I did use all of the puzzle elements except I never reversed the funnel. I had a
lot of fun with this one, thanks and thumbs up! :p2cube:
dire.fcs 13 Nov, 2015 @ 1:04am 
And I forgot to tell you about the custom ambient sound: it sounds very good, nice work (and to GBMusicMaster too)
Andi  [author] 13 Nov, 2015 @ 12:06am 
Thank you. You're right, there is more than one way to solve this test. Thanks for testing and I'm GLaD you liked it,
dire.fcs 12 Nov, 2015 @ 11:34pm 
Very funny test chamber(s); the initial move(s) sure stumped a little bit :steamfacepalm:; I didn't realize what to do; very funny 'corridor :p2turret: death'; the white gel can make some unintended solutions I guess (there is a couple of ways to get the cube to the exit door)( (I used funnel and the entry panels (near the orange gel dropper to carry it ; to get the cube from the tube is a move that already saw in stormsend map, but it's very well layed out in this map; overall a very well desined and funny test chamber(s) :steamhappy:.