Portal 2

Portal 2

Variable Reflection
28 kommentarer
可砸 17. apr. 2024 kl. 19:33 
Nice looking map, I just feel a little lost...
D YellowMadness 30. mar. 2022 kl. 14:31 
The second part has easy soft locks & out of bounds deaths but there's no checkpoint. I fell into the disabled funnel emitter, went straight through the floor, & couldn't get out. I flung myself into a fizzler wall to see if it would open up like the fizzler floor I'd just landed on did but instead, I went straight through it, fell into the reflector cube room & got killed by the reflector cube.
SpielSatzFail 7. juli 2019 kl. 15:04 
Ok you asked for it :-P We played "Odyssey" some time ago and in our opinions it felt visually unfinished, whereas the game mechanic (lower gravity) was just annoying. I can't fully claim we were bored, rather frustrated since we couldn't even see how the puzzles needed to be solved :-/
I played the other SP maps now and will provide (more positive) feedback :-)
Sleter  [ophavsmand] 7. juli 2019 kl. 2:57 
@SpielSazFail your comment was interesting and constructive. I would like you to try also my other single player maps and the last one for cooperative. Unfortunately in the last few years I have not had time to devote myself to the maps for Portal 2, I enjoyed trying to create innovative and never seen before gaming environments while maintaining that fundamental characteristics of this fantastic game ... I hope to be able to do something else in the future. As always thanks to the comments and suggestions of the players.
SpielSatzFail 6. juli 2019 kl. 13:45 
How could I forget to mention the stunning look..?! ^^'
Hope my former comment didn't sound too harsh :-)
Sleter  [ophavsmand] 6. juli 2019 kl. 12:20 
@SpielSatzFail thanks for the test and for your comment. :p2cube:
SpielSatzFail 6. juli 2019 kl. 8:44 
Where do I begin... I gave it a thumbs up after all ^^ BUT... because of its size and because of the events that happen the map is confusing; the turret section is rather annoying (finding the correct spots) plus when I was done with killing all of them the faith plate bugged (vanished behind a wall)! - so it took me another 15mins to realize that it must have been a bug.
If you do not see what exactly happens in the chamber at which point you can become clueless.
But altogether it's an enjoyable cube-funnel-"maze" and because of that idea with turning the lens into different directions here's your thumbs up :-)
Sleter  [ophavsmand] 20. apr. 2016 kl. 4:50 
It would be a good idea a respawn of the cube in that position.
I used a type of invisible funnel in order to facilitate the correct positioning of the cube but does not always work, and depends on the output speed of the cube from the portal. Error that occurs rarely but it can happen.
Anyway thanks for suggestion and appreciated this map. :p2cube:
zwan33 19. apr. 2016 kl. 13:10 
Incredible! This was outstanding!!! Thanks!
Nevertheless, there should be a way to readjust the redirection cube or a way to respawn it after the middle platform miraculously raised... Lost some time at that stage and finally had to restart the whole level...
jandlml 5. apr. 2016 kl. 22:58 
wow that was outstanding. very different. i didnt think i could get that last fling,learned some new ways to strafe. great job
dire.fcs 13. mar. 2016 kl. 11:31 
Great one again, it's excellent custom designing, the last part with is very cool!
Attagoat 24. feb. 2016 kl. 20:19 
what is the custom music that is played in this map?
Sleter  [ophavsmand] 14. jan. 2016 kl. 13:55 
As I wrote in the description of this map it is based on the orientation of the cube at a distance through the passages between the portals.
In the first chamber there is an example of how the cube is oriented differently in relation to its passage in the portal.
It 'a complex logic and unintuitive but if you have trouble understanding is the video with the solution. Automatic save points after going through the final stages more complex and high voltage.
Thank you for having tried, and for the comments always useful to improve. ;-)
M-SK 14. jan. 2016 kl. 13:02 
This map heated my mind and i couldn't solve it xD.
ChrisLP 28. nov. 2015 kl. 12:37 
This was very confusing compared to the other... just as beautiful but the test, disappointing... i didn't solve it, died too many times and i was doing everything ramdomly without knownledge of what each "triangle" does, and the one that's supposed to open some faith plate just didn't work. The reflection cube is false, you can't climb on it just as the other reflection cube in the Power Increased didn't get fizzled. It could be perfect just like P.I. but very confusing!!! Besides, side-shooting is very possible and i'm sure it's unintended.
wildgoosespeeder 18. sep. 2015 kl. 1:28 
You might want to put in some auto cube rotators because I got very far in the map and somehow the cube got screwed up and I couldn't redo it to reach the turret section in the video.
Malvodion 19. juli 2014 kl. 17:25 
Wow I can't belive this map is almost two years old already. It's one of my favorites, though I remember some eeeh parts, but its still a great one.
SDP 21. juni 2014 kl. 11:15 
bella mappa
Ravenmorke 16. juli 2013 kl. 22:19 
E' proprio vero che certa gente non capisce un caxxo!!! Questa mappa è geniale! Mi aveva già ben impressionato la versione beta incompleta, ma la mappa finita è uno spettacolo! Grandiosi gli effetti grafici, sottile la logica da seguire per tutto il percorso, avvincente la parte con le torrette che mi son divertito a distruggere una per una non senza difficoltà (e in questa fase non posso che compiacermi nel vedere che hai accolto il mio suggerimento :p ). Che altro dire? Ragazzi giocatela perchè merita davvero...ad essere onesti non è una mappa alla portata di tutti, ma per le persone che amano le sfide e che si divertono ad aguzzare l'ingegno è una mappa da non lasciarsi sfuggire! ;) ...Complimenti all'amico Sleter per l'eccelso lavoro e spero di poter giocare più avanti altre sue realizzazioni! ;)
Stratos 29. dec. 2012 kl. 15:31 
Very impressive work! :D Unfortunately, I did have to look up the walkthrough for some small parts later on, mostly because there is sometimes no real indication of what to do. Especially when you need to find out you can gain progress by taking out the turrets, I got stuck. Then again, that might just be because I haven't played in a while...

The map was still very thought-out and pleasing. Nice job.
MachManX 14. okt. 2012 kl. 15:18 
Where to start: The Tron-themed chamber looks amazing + to add the Sci-Fi sounds made this something quite different, as if I was playing the game for the first time. Made me think of a dark version of Star Trek when I saw the walkway light up and compared it to the bridge viewscreen bottom lights ;)

Lasers, new switches, the triangle architecture gave this a custom feel. Navigating that cube was one of the better object-navigation chambers I've seen, perhaps even the best!

At the point where I got the laser to hit the final socket, I was like WTF!? Then it reminded me of Riddick trying to escape prison. And that's where the fun began >:D Getting myself to the launchpad took me a while but finally got in and through the exit.

I enjoyed this map very much! Lots of content and a fair amount of thinking + action make this one of the top custom chambers I've enjoyed. Thank you, Siester, for making this!!! ;)
Eikichirou 7. okt. 2012 kl. 14:39 
great concept and great map
I wanna C more
domino26 1. okt. 2012 kl. 3:54 
Essendo oggi un pò più critico del solito, ti consiglio di escogitare qualcosa per dare un po più di luminosirà, non molta e non ovunque altrimente rovini l'atmosfera. Pensa ai semplici espedienti usati da Valve, ...una lampada a penzoloni dal soffitto, per dire, crea effetti dinamici splendidi! ....Avrei un'idea per i corridoi! ...mh ...
Warbear 30. sep. 2012 kl. 19:02 
Very impressive graphics, layout and concept. But I couldn't figure out how to redirect the beam in the second (large) chamber.
HMW 30. sep. 2012 kl. 12:09 
Very nice map! I was a bit lost in the beginning (of the actual test, not the introduction room) because after having read your description about redirecting cubes, it seemed illogical that I needed to get into the maze myself. Once I found the dark hallway leading up, it was pretty straightforward. The last part was somewhat frustrating, but not too much.

The map could use a bit more lighting, overall. Although I understand that this may be somewhat of a challenge, because of all the moving parts.
Sleter  [ophavsmand] 30. sep. 2012 kl. 11:41 
@ elmahnken
I added 2 automatic savegame.
Thanks for the feedback and the hint.

@ Inspirata
Nothing particularly difficult but you need to very careful not to fall into the water.
The final can be solved in a different way
I added the video with one possible solutions.
Thanks for the comment.
The Sojourner 29. sep. 2012 kl. 3:44 
I'd prefer a few more autosaves as well. BTW @elmahnken, F6 is quicksave (but I don't like to use it).

Esthetically, the chamber's wonderful. The puzzle concept is elegant, although towards the end, I got a little confused as to what to do (maybe something was too hard to execute?).
ramblin man 25. sep. 2012 kl. 6:42 
Wow. It was really good; a really cool concept. It was challenging but never too challenging; I never wanted to give up but also wasn't bored. The only thing I might add, if possible, would be a way to save it somehow, so that when you die you do not have to restart the whole thing. Other than that, it was fantastic. Keep up the good work!