Portal 2

Portal 2

Breaking and Entering
42 Comments
c4shurik 22 Feb, 2022 @ 7:25am 
Cool!
bullfrog 28 Oct, 2017 @ 1:03am 
Ditto
cochetmichel49 20 Aug, 2016 @ 6:22am 
Very nice map ! A bit dark, but perhaps for ambiancy . Thanks
mbrown259 4 Apr, 2016 @ 4:03am 
Good test. I missed the upper opening at first, too. I like having to look for hidden exits. Well done!
Artificial Retard 8 Feb, 2016 @ 10:40am 
Great! I wished it could be longer than that.
Petutski 26 May, 2015 @ 8:49am 
Nice short chamber. Took me a while to see in the dark!
mood3rd 27 Aug, 2013 @ 11:58am 
good map.
might be my settings, but I found it dark.
(mainly in upper area)
I did not notice the cracks you mentioned, but never fell into the goo :)
I missed the upper opening the 1st 2 visits (I must look up more)
good to hear Glodos again.
good visualy.
but I am not paying for a new button / lightbridge.
Glados can whistle for the money.
can she whistle ?
well looks like she's out of luck then :)
mikemoody 6 Feb, 2013 @ 11:42am 
I found that hidden spot..... that was a very well done map. Thanks
Mr Fraggle (UK) 2 Jan, 2013 @ 4:47am 
I really liked this map.well done.
ArgleBargle 29 Jul, 2012 @ 12:03pm 
Beautifully done. I managed to avoid the "unfair death" people complained about. Since that map was "broken" and you solved by sneaking behind the scenes, I thought the GlaDOS comments took from the map rather than adding.
Artemide08 26 Jul, 2012 @ 2:58pm 
Nice work. Loved the "dirty-destroyed map" look.
Hellmare 20 Jul, 2012 @ 5:10am 
Nice
Bit annoying falling through the ceiling though.
Catsy  [author] 16 Jul, 2012 @ 10:13am 
Yup, going back and tweaking the buttons and some other details is on my long-term list for touch-ups.
Ghengiz Khan[NL] 16 Jul, 2012 @ 9:37am 
The buttons should have looked dirty as well to fit in style of a destroyed map...

Puzzlle was moderate, dropped my cube several times, to my frustration...grrr
StIg 11 Jul, 2012 @ 2:39pm 
I didn't have any trouble finding the portalable surfaces. Nice job.
Gun Tech. 8 Jul, 2012 @ 8:29am 
I don't know if the map was published without lighting, but it was so dark I couldn't initially see the staircase or if surfaces in the office were portalable! I didn't like dying from the "oops trapdoor" feature of the ceiling. Now, you could see at the start that the puzzle was short, it wasn't so bad. I'm usually a fan of clean maps, but I liked the design of this one. Let there be more light, though! :)
Mike Oxlong 6 Jul, 2012 @ 7:39pm 
This wasn't at all bad for a first attempt. I always find these "destroyed" style chambers to be more visually interesting than the clean ones. And Glados lines are always a nice extra
DannyVFilms 5 Jul, 2012 @ 2:10pm 
I actually think the GLaDOS lines made the test better even if it was a little simple. Great job on the destroyed theme.
Le Petit Mort 2 Jul, 2012 @ 12:04pm 
Pros:
• Narrative;
• Use of extra-PeTI assets;

Cons:
• Reused GLaDOS lines;
• Spontaneous drops from ceiling;
nightcat 30 Jun, 2012 @ 1:11am 
The difficulty here is based on "find the portable wall". Personally I prefer the logic maps.
Rengor 23 Jun, 2012 @ 12:23pm 
Very nice looking map. Good use of playing on the destructed theme, though I did think the light bridge looked too pristine in this setting. It's reflection does add a great touch though.
The portable surface was a bit hard to spot though, the yellow'ish light on it didn't make it appear portable, maybe a cooler light would work better.
GLaDOS use worked perfect here
fandango 20 Jun, 2012 @ 9:10am 
Ah, forget that, just found the part in the description saying about hammer, my bad
fandango 20 Jun, 2012 @ 9:09am 
Heyo Catsy, me again, I never got to the office in the first place, I saw the window smash open and GLAdoS say "Impressive", but couldn't see how to get up to it, I'll just try the chamber again, only this time pay more attention :)
Btw, was this chamber made with source sdk or hammereditor or something? Considering the surfaces, environment style and such used, pretty impressive
Catsy  [author] 19 Jun, 2012 @ 12:55pm 
xjohnx: Hammer is the professional mapping tool that Valve uses to develop their Source engine games. It's very complex and powerful. I've written a series of tutorials aimed at acclimating PeTI users to Hammer on the Steam forums: http://forums.steampowered.com/forums/showthread.php?t=2735440
jyhwk 19 Jun, 2012 @ 12:21pm 
I've never heard of Hammer. Huh, I guess I'll check it out. thanks!
Catsy  [author] 19 Jun, 2012 @ 12:04pm 
Hmm, I didn't realize that portalable wall was visible from the office window. It was meant as an alternate way for people to bypass the loose ceiling tiles . I might just leave it that way, and just have the Ratman nest be an extra for someone who wants to explore it.

What I did to create this was build the basic structure and logic of the puzzle in PeTI the way it supposedly worked before being "destroyed", export it, and then spent hours modifying it in Hammer to change the solution so that the player is "improvising" in a broken test chamber. Building the BTS areas and all of the "destroyed" decor was a lot of work, but I'm very happy with the result--even if this was more technical practice than a serious puzzle.
jyhwk 19 Jun, 2012 @ 11:55am 
By the way, I loved the map. How do you get a destroyed map like this?

When I got to the next area, I did not find the hole above the office. Instead I saw a portalable area outside the window that was in the next area almost directly above the second faithplate. (Don't know if my description makes any sense or not, hey! I don't know if I was supposed to be able to do that.)
Catsy  [author] 19 Jun, 2012 @ 11:39am 
By the way, thank you to everyone for the feedback--it's amazing how getting so many more sets of eyes on a map can find problems I never encountered in my playtesting. It's helped quite a bit.
Catsy  [author] 19 Jun, 2012 @ 11:37am 
Re the faithplates: I haven't had a problem from grazing the ceiling, but I can try reducing the velocity of the faith plates a little tonight to mitigate that.

Re portal surfaces: look up when you're in the office. There aren't supposed to be any in the main chamber. (Well, there were originally, but you can see what's left of them lying on the ground...)

Cyfz: definitely a bug--it shouldn't be possible to get close enough to grab it after pressing the button; I put the stairs there to slow the player down. How did you do it?
jyhwk 19 Jun, 2012 @ 10:50am 
If you crouch, before you jump on the faithplate, you will not hit the ceiling.
☂☂rod 19 Jun, 2012 @ 10:33am 
It's possible to just grab the cube from the dropper straight away, dont know if it´s a bug but it feels kinda glitched
fandango 19 Jun, 2012 @ 10:11am 
I've been trying, and it seems your two faithplates are a little dodgy, you hit the ceiling on the path of them, so sometimes you end up on the second island, rather than coming back, also need some light, I can't find any portal surfaces anywhere, but that's probably me being an idiot
Catsy  [author] 19 Jun, 2012 @ 12:01am 
Okay, I'm compiling an update right now. I moved the cube dropper button closer to the center, so a player is less likely to hit both at the same time and overrun GLaDOS' lines. And I added cracks to the loose ceiling tiles so that an alert player can spot them before stepping on them. That combined with their "early warning" rattle should help avoid unfair deaths.
Catsy  [author] 18 Jun, 2012 @ 11:42pm 
Ah, I see. Yes, it was probably a mistake to place those two events so close to each other. Could've sworn I checked the flag that forces her to wait until she's done speaking though.

As for the loose ceiling tiles , you'll find that if you go slowly they actually make the sound and fall before you're actually standing on them--the trigger area is wider than the tile. And you can either hug the right side where all the lights are and there's no loose tiles (that's why I lit that area), or just portal to the lit concrete wall on the other side. I tried to think of a way to call out the loose ones but couldn't make anything work.

Thanks for the feedback. Probably not much I can do about the runover of GLaDOS' lines but I'll see what I can do. Maybe move the cube dropper button.
rjwut 18 Jun, 2012 @ 10:53pm 
The way I found to confuse her lines was to step on the button which triggers the "You broke it, didn't you?" message, then immediately hit the button to drop the cube and break the window . A good map, although I felt it was patently unfair when I was walking around in the "upstairs area" and the ceiling tiles fell out from under me and dumped me into the goo. Loved GLaDOS's lines, though.
Catsy  [author] 18 Jun, 2012 @ 12:01pm 
Thanks! Which lines overran which? I set the timers and flags so that that shouldn't happen, so it sounds like something I need to fix.

The Ratman drawings are overlays; in the texture browser filter for "ratman". Then use the overlay tool to plop them on any brush large enough.
carl.kenner 18 Jun, 2012 @ 10:59am 
Brilliant. GlaDOS can talk over herself though. How do you add the Ratman drawings to a surface? I couldn't get that to work.
Catsy  [author] 14 Jun, 2012 @ 8:57am 
@BKFM: You probably can't if you're up there on the window sill--jump into the goo and try again; at that point you'll have just entered the level anyway. But then, I generally wouldn't recommend jumping onto a broken-looking, sparking Faith Plate if you don't yet know where it goes. ;)

Drop the cube first and you'll be fine. There's really no way to offer a ride back from there to a player who does that without making the "upstairs" area entirely optional, because if they can get back from the window sill they can just jump out of the window later.

I might see about adding a "debris" platform that lets you do that but sinks or otherwise becomes unusable once the window is broken.
Nick Bluetooth 14 Jun, 2012 @ 12:14am 
How do you get back if you launch yourself into the room before the window breaks?
Catsy  [author] 13 Jun, 2012 @ 3:45pm 
Hm, thanks for noting that. I'll have to figure out why that is and fix it.
Brits 13 Jun, 2012 @ 3:42pm 
I can shoot portals on the window, kinda wierd..
Driklir 13 Jun, 2012 @ 2:50pm 
Wow this was one of the first tests that actually got me to laugh. Keep up the good work and keep testing.