Portal 2

Portal 2

Three Tiers
30 Comments
Hogarth 1 Oct, 2012 @ 2:13pm 
I liked this.
Ravenmorke 3 Aug, 2012 @ 1:52pm 
Enjoyable map! ;)
If you want to try my map, here's the link! I advice you that is a little hard! ;)
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=77292983
Manly Stump  [author] 23 Jul, 2012 @ 10:23am 
I'm sorry, I'm just completely baffled why anyone would throw a cube through a laser grid without good reason to! Would changing the button to a cube button make it a bit clearer you're supposed to take the cube backwards not forward through an area you haven't unlocked yet?
halvey86 22 Jul, 2012 @ 6:19pm 
I did the same mistake and threw the cube through the lazer grid. Some lights would be nice in a few spots. The last part was too tedious for my tastes, but some people might like that sort of a jumping puzzle.
Mr.Johno 9 Jul, 2012 @ 5:29pm 
Manly, the laser wall near the exit is impassable without the cube, ergo if the cube is on the wrong side of the laser wall, you cannot reach it.

I liked the ending of this map alot. seemed kinda new and interesting
RealLifePudding 23 May, 2012 @ 12:39pm 
i threw the cube through the laserwall next to the exit, which you have to deactivate. therefore i couldnt reach it anymore. ans since i couldnt respawn the cube i had to restart the map
Manly Stump  [author] 23 May, 2012 @ 11:52am 
I don't understand. When you fizzle a cube a new one drops in its place. Why did you have to restart the map rather than just going back and picking up the new cube?
RealLifePudding 23 May, 2012 @ 3:18am 
i threw the through the wrong laser field, so i had to restart the map
Manly Stump  [author] 22 May, 2012 @ 10:50pm 
Why do you need a button to respawn the cubes? They respawn automatically.
RealLifePudding 21 May, 2012 @ 12:44pm 
nice map, could use a few lights though. also a button to respawn the cube downstairs.
Lamppa 14 May, 2012 @ 5:06am 
This map has one big fault: It's not difficult. It doesn't really require you to think all that much, most of the puzzles are a given and the last bit (Greatly improved now that it doesn't have any water) is mostly just a reflex puzzle. I suggest you modify Tier 2 to be a bit more puzzle based. Tiers 1 and 3 are all right.
Egon 13 May, 2012 @ 1:50am 
Much better now.
Crill 12 May, 2012 @ 5:09pm 
protip: F6 / F7, guys

Tier Three could use some FailStairs(tm) or another platform to get you back to their start point.
'Rito 12 May, 2012 @ 4:28pm 
Remove the final platform hopping part and add lights to the laser grid section and you're on to a real winner
Maxwell 12 May, 2012 @ 3:17pm 
Then I'd recommend splitting the chambers into separate levels. All in all, there simply shouldn't be a situation where you correctly solve and execute a puzzle, then have to redo it from the beginning because you died during the proceeding puzzle.
Manly Stump  [author] 12 May, 2012 @ 2:44pm 
Beg pardon Winslow, I meant save points aren't possible with the PTI editor; you have to import the level into the classic Authoring Tools to add things like that.
worthlesschicken and peacock: Thanks for the positive comments!
Maxwell 12 May, 2012 @ 2:31pm 
Another point: games which actually revolve around platforming typically feature a fun, engaging movement system. But take the portals out of Portal, and your movement capabilities are about the same as in a run-of-the-mill military shooter, making platforming challenges about as engaging as your average game of hopscotch.
Maxwell 12 May, 2012 @ 2:25pm 
Yes, getting stuck in trap doors is not your fault, but creating a situation where that is possible certainly is. Nothing is gained by giving those buttons a timer. It's not like it is difficult to hit the button then quickly run over to the pit -- there's no additional challenge added with the inclusion of a timer. So, just take the timer out and make the buttons open the hatches permanently. And of course there is nothing stopping you from making a platforming-heavy section inside a puzzle game, but ask yourself why people are playing a puzzle game in the first place. Which do you think is the more likely reason: to do some platforming, or to solve some puzzles?

And I've seen save points in other custom levels, so it must be possible to include them.
worthlesschicken 12 May, 2012 @ 2:02pm 
Really well made and diverse test. Loved (and was incredibly frustrated by (in a good way)) the platforming element. My only problem was the lack of auto-save, but having read the comment below, that shouldn't be an issue in future.
Chimemorphic 12 May, 2012 @ 1:15pm 
Much, much better now. Appreciate the time you took to edit this test. :D

Oh, and just a heads up to some people that quicksave and quickload hotkeys still work in PTI chambers. (F6 & F7 on default.)
Manly Stump  [author] 12 May, 2012 @ 11:38am 
Right, I've changed the end level to hopefully reduce people's frustrations! There's now no water, and it's much brighter down there. Winslow, I'm sorry but 2 and 4 are faults of the system, not my level, and 3, there's nothing stopping someone making a level with more of a platformer style to it, just because the main game is a puzzle game. That's the point of letting users make their own content, freedom!
Maxwell 12 May, 2012 @ 5:51am 
Boy-oh-boy, there are a lot of problems with this one. In order of appearance:

1. The laser grid being placed right in front of the cube button. Players, including me, are just going to back right into that thing in an effort to observe the effects of the button.

2. You can get stuck in the trap doors as they close.

3. Timing-based puzzles on the scale of the third chamber are really not what Portal is catered to. It has some platforming elements, but it is much more a puzzle game than a platformer.

4. No save points. I didn't get far enough to find the rest of the flaws, as I stopped playing the level the moment I realized I had to start all the way from the beginning.
Egon 12 May, 2012 @ 4:26am 
MORE LIGHT! FFS, more blody light!
Chimemorphic 11 May, 2012 @ 10:02pm 
The darkness in the second level was a good atmospheric touch but the third one simply just overdid it. I died a few times by just fumbling to the test corridor and falling into the acid.

Now the problem does not lie with the acid, but a platforming puzzle where you can barely see the platforms is ridiculous. (Especially with people who run at low graphics, like me) A single actual light source would have done wonders.
MoonSohn 11 May, 2012 @ 5:09pm 
did the first two tests and i was thinking "this is a really great puzzle" then it got to jumping into darkness on a timer with very sketchy jumping controls.
Tombot 11 May, 2012 @ 3:09pm 
A great test ruined by the final section.
Relmatos 11 May, 2012 @ 12:31pm 
The third level was just plain dark and you couldnt see anythinguntil you fell on the water. Also the laser wall right next to the cube button should be moved 1 block further
Manly Stump  [author] 11 May, 2012 @ 11:05am 
Thanks for the comment. My mate gave me a similar criticism, and I thought about removing the water and just adding a ramp to the starting side.
Deign 10 May, 2012 @ 11:56pm 
I liked your puzzles, but I would suggest not making the one where you die so easily be the last one. No one wants to go through the first two chambers over and over again because of missed timing on the third part. GJ on the individual parts however.