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I have played it many times over but still keep coming back.
Great Job!
Fix your crap or delete this
It wasn't that the puzzles were difficult - it was that they were all set up in a way that would wipe out all progress with a single mistake and force us to start the chamber all over again. Half of the puzzles in this are really timing challenges instead of logic-based tasks.
Miss your cue? Back to the beginning for both of you. Lose the ball? Go through the entire tedium of recovering it again. Don't realize you need to take the tractor beam with you from the first chamber? Tough shit - start all over again or noclip right back to the exit.
Thanks for the effort. In the end, our opinion: beautiful art design, poor puzzle design.
...Great map!
https://www.youtube.com/watch?v=lFVfd096xJU
Je suis très en colère.
Bisous.
For our blindrun we played three hours. The last two subquests (laser grid and tractorbeam quest) were solveable by using noclip. Sorry, but we had no more concentration. ^^
Finally, me and my buddy Louis Cipher have enjoyed this map. Biggest thumbs up! :D
The length is something different, and a very adventurous amount of time. I felt like I was embarking on a massive journey when I set out to play this level. The length of it just added to that experience. I don't know of any other maps in this game that take nearly this long to completely them. Also, the time you spend playing, keep you interested and in focus with the map.
It's difficult. Each and every puzzle has you scratching your head. The very act of getting to the next section of the level is a challenge in itself!
It's unique. The layout of the map, the design, the textures, and everything in between was awesome and epic to say the least. Along with that, the use of the anti-gravity and the strange ways of solving the puzzle just adds to the map. This map uses strategies and play styles I have never seen in Portal before. It's really a different experience. Never before have I seen the stuff you have to do to complete parts of this map.
Nice work
Brill map!
The ledges are intentional yes, I could have sloped them but I knew that not everyone would have the co-ordination, precision and timing to make the duo jumps consistantly. As for the shortcuts they were added in towards the end of the map's production.
Regarding the map's ending, it used to cycle to the next map in queue but ever since an update seven or eight months after I put the map up on workshop it broke and I couldn't find the way to resolve it.
> 3rd part has ledges that can break the puzzle...or they can be used to ease any potential frustration. It seems you've chosen the latter.
> The parts can be too punishing, but I suppose that's how you know it's a real test of endurance. Thankfully, you added shortcuts for whenever the parts get completed so that we don't need to do the whole part all over again.
> It seems that the map doesn't end, but that could just be because my partner got stuck in the exit tram....
So yeah, as wildgoosespeeder said, a few quirks here and there, but overall the map is worth it.