Portal 2

Portal 2

CC5 (Zeus)
39 Comments
stormsend 21 Jul, 2019 @ 6:49pm 
I am so wowed by the great work you do. Had as much fun exploring as I did 'serious' playing. I struggled with most of the jumps but I'm getting better. At least you make them challenging but doable. Hurt me to say goodbye to the companion cube. That horrible scare was a surprise but the outside was delicious. My hat's off to you and many thanks.
Andi  [author] 4 Feb, 2018 @ 9:51am 
Thanks. I hope you enjoyed it.
lfairban 3 Feb, 2018 @ 10:46am 
Interesting set of puzzles. I have never seen two exit before.
Ice 24 Dec, 2016 @ 12:46am 
The second room hard to jump.

Nice work!
Andi  [author] 21 Jun, 2016 @ 11:22am 
Thank you. I'm GLaD you liked it.
jandlml 20 Jun, 2016 @ 8:22pm 
another great chamber!
Andi  [author] 27 Jan, 2016 @ 8:42am 
Thank you very much. The bird song is a Cardinal and GBMusicMaster made the sounds for this chamber. He's quite talented.
vallibus 27 Jan, 2016 @ 4:39am 
Is it me, or is Chell puttin' on weight? Another winner Andi. Interesting exit scenario. Beautiful bird song.
Andi  [author] 26 Jan, 2016 @ 11:42pm 
Sorry it took so long to get back here. Thanks for testing and thanks for pointing out the shortcut.
kimist108 3 Jan, 2016 @ 7:31pm 
Have really enjoyed this series of maps. I liked the glowing gel. Not on purpose, but found a short cut. Don't know if anyone else reported it. Did not go into the room with the bridges. Shot a low portal in area right after the red lazers. Shot a high portal so that I could jump on top of wall, Got cube, walked on top of wall, then jumped to button and placed cube on it.
Andi  [author] 3 Jan, 2016 @ 9:57am 
Thanks for testing and thanks for the video, I enjoyed watching it. You did everything as intended except the button in the room with the light bridges, but Polux already pointed that out and it’s been rectified. There were a couple of minor variations but I'm not worried about them. Thanks again, I GLaD you liked it.
Rector 3 Jan, 2016 @ 4:59am 
A great map with easy-medium difficulty side puzzles! I'm pretty sure I didn't solve it 100% intended, but still a good map nonetheless.
Playthrough video

Aesthetically it looks pretty nice---a clean map. Though the brighter walls that surround the observatory rooms get to me a little, because they tend to look like white walls from a distance. I also like the texture you used for the laser field, they look better than the usual super-thick one.
The music was nice, it reminded a little of Halo 2 's "Heavy Price Paid", from the low hum. And the puzzle was great! It all connected really nicely in the end, well except for the unused sphere at the end :P

Definite thumbs up from me! :p2cube:
Looking forward to your next series :smileyface:
Andi  [author] 1 Jan, 2016 @ 11:10pm 
Thank you for testing.
big red foot 1 Jan, 2016 @ 10:51am 
Fun
Andi  [author] 1 Jan, 2016 @ 9:59am 
Thank you all for testing.

@ |\_/() Thank you for you well out critique, I’m happy to hear you liked most of the companion cube chambers. Try as I might, there are no clean incinerators so I had to settle. Incidentally, CC4 is my favorite too.
| \_/ () 1 Jan, 2016 @ 7:29am 
This is how I'd rate the maps in the mappack:

CC1 - 8/10 (cool idea and layout but I had some technical issues with it)
CC2 - 7.5/10 (very good layout and visuals but not much need of the cc)
CC3 - 3/10 (I wrote enough about that one, it just didn't appeal to me)
CC4 - 9.5/10 (This one is almost perfect - great core idea, execution etc.)
CC5 - 8/10 (again, cool layout and ideaS but I had some technical issues with it.
| \_/ () 1 Jan, 2016 @ 7:28am 
Now this one deosn't have a strong core idea IMO but rather it consists of nice little ideas throughout. I was so pleased to play a test like the one from the second screenshot. the orange gel parts were very fun and well executed, especially the part with the funel (where I died a couple of times but the test was still great).

The part that I didn't like was the room with the two bridges. It didn't seem well thought out and I could even jump off the cc to press the button without even turning off the bridge. I know what you were trying to do but that wasn't the best way to do it.

Finally incinerating the cube - :/ (no clean model of the incinerator but oh well)

I actually went to the elevator and played it again to see what the exit eding would look like - well done on that one! Also, creepy part was creepy. :D
GBMusicMaster 31 Dec, 2015 @ 5:02pm 
Wow, Polux, way to find the shortcuts. I never would have thought of those.

Nice fixes, Andi! :steamhappy:
TG 31 Dec, 2015 @ 10:52am 
@DeathWish808
I added func_solar_eclipse to my map and hammer crashed, it looks to be the the lighting system doesn't even work, do you have a fix for this? :P
TG 31 Dec, 2015 @ 10:51am 
I think if you want to create this very clean style, well, I don't think the blue lights will happy, maybe the orange style :P
TG 31 Dec, 2015 @ 10:48am 
I seriously doubt it was the sun, it shouldn't emit light, else you use something else than env_sun/env_sprite
(Note: when you are doing the @ Thingy, don't do a @TG because I wouldn't see it, it isn't my name, this is why Ctrl+c and Ctrl+v exist :P
Andi  [author] 30 Dec, 2015 @ 1:06pm 
Really? I have a player clip and a vphysic clip to keep that from happening... Weird.
Polux 30 Dec, 2015 @ 1:04pm 
First time I played, I fell into the hole of the faith plate and was stuck...another weird thing.
;)
Andi  [author] 30 Dec, 2015 @ 1:00pm 
BTW, thanks for finding those two issues, I'm still learning to spot shortcuts.
Andi  [author] 30 Dec, 2015 @ 12:56pm 
Well, there are two triggers that take the player to the vote screen. This is the first time I uesd two different endings.
Polux 30 Dec, 2015 @ 12:55pm 
Hmm, maybe just caused by F6/F7 ...
Andi  [author] 30 Dec, 2015 @ 12:53pm 
@Polux I did work hard on this map and I fixed the issues with the first two video's but I don't know how you managed to skip the vote screen in the third video. I checked and it's working.
DeathWish808 30 Dec, 2015 @ 12:51pm 
@Andi - I think you need to add in func_solar_eclipse. :-P
Andi  [author] 30 Dec, 2015 @ 12:49pm 
@TG The chamber is this clean because all of the others are the same way. As I progress, I'll add more detail. As far as the gel glowing, I'm not sure why it's doing that. Ever I added the sun for the outside portion of the map, the gel glows and I don't know how to stop it.
DeathWish808 30 Dec, 2015 @ 12:25pm 
@TG - Ah, gotcha. I'm pretty oblivious to stuff like that since I don't do much with hammer.
Polux 30 Dec, 2015 @ 11:44am 
I found several parts that you can fix :
https://youtu.be/ZkG0XM3ovmU
https://youtu.be/uCzdJgrc0Ac
https://youtu.be/fv8Yksw3I6I
I also didn't use the blue funnel.
I guess you worked hard on this one, fun map :)
TG 30 Dec, 2015 @ 11:36am 
@DeathWish808
The lighting was odd because it faced it the wrong way, would be cooler if it faced the light strips.
Andi  [author] 30 Dec, 2015 @ 11:33am 
Thank you all for testing, I'm very GLaD you all liked it.
jgaultney 30 Dec, 2015 @ 11:16am 
A great looking map and very enjoyable puzzles. While I didn't find the easter eggs,
I 'think' I found the Creepy surprise if it was a glimpse of Chell .
Thumbs up and favorited. :p2cube:
DeathWish808 30 Dec, 2015 @ 11:06am 
You'll be amused that I stupidly killed myself once. :-P This was the easiest of the bunch if I recall, but a very fun map. I liked how you did the fling area. I didn't really need the funnel, so not sure what I was really meant to do with it. Probably something obvious I just missed. Very much liked the "exit". :-)

I actually thought the gel looked cool despite what TG said.
Another great looking and fun map. Look forward to more.

https://youtu.be/WS95GE2Y1aw
TG 30 Dec, 2015 @ 7:38am 
Cool map, using the very-clean style.
Once again, maybe just a little bit of stain? It's really too clean, in real life it couldn't be like this.
The lighting of the orange gel was a bit odd.
I wouldn't say the good touches for the map, because it's exactly the same as the previous maps (and that's not a bad thing).
Tip: put in every doorway a func_areaportal, it makes the map gradually optimized.
Thumbs ^^^^^^^^^^^^^
GBMusicMaster 30 Dec, 2015 @ 6:10am 
Once again, I was fortunate to see a few early versions of this test. This final version is full of small details and great ideas, and it is assembled in masterful fashion. With each map in the RC/CC series, you have stretched yourself to accomplish something you couldn't before--RC1 predates your use of Hammer, yet CC3 was built ENTIRELY in Hammer (if I recall). And considering all the wonderful detailing, humorous touches, and the painstaking perfectionism that ensures the map works as it should every time, I think it's safe to say that you are a Master Map Maker.

I don't have a favorite part of this chamber, because every room has something I like. I have tested this map a dozen times already, and I enjoy it the same amount every time. I think the exit is a lot of fun, and if the player hasn't found the creepy thing before, he or she is in for a treat.

Excellent layout, excellent puzzles, excellent detail. Thumbs up and favorited, no question.
dire.fcs 30 Dec, 2015 @ 3:17am 
Very good speed gel map indeed; the funnel room is very well built also the faith plate room; great custom visuals and overall great puzzling; in the end the ball stayed alone :steamsad:; very cool introduction of the yard.
LvLup 30 Dec, 2015 @ 1:23am 
It's refereshing to see a map use orange gel so well. The momentum puzzles were very well done.