Portal 2

Portal 2

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Simon (1-Player)
   
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Simon (1-Player)

Description
GLaDOS's twist on the classic 80's game. This is the single-player version; click here for the co-op.

#F4F (Please rate & comment, and I'll play one of yours if you play mine.) Thanks.
18 Comments
Goooofy CZ 26 Aug, 2018 @ 8:42am 
this is amazing map. i love your "functional room" which is powering up all the main chambers. :) Ienjoy it a lot please make more. also if u want play one of mine maps ... youre more than welcome. :)
Mitch McWiggins  [author] 12 Mar, 2014 @ 8:18pm 
Subscribed, Brave. Thanks.
Brave 3 Mar, 2014 @ 7:31am 
Sup Mitch, My new map The exit plan
This is my first map using Hammer tool, hope you like it!
Mitch McWiggins  [author] 28 Feb, 2014 @ 8:16pm 
(oh yeah, and the first room is pointless, can't remember why I didn't just start it in the bridge chamber... to build suspense? heh heh)
Mitch McWiggins  [author] 28 Feb, 2014 @ 8:14pm 
Thanks!
Yep, fast portaling is the idea. I've never been much of a "ninja," so I tried to make it non-ninja friendly--there's a pattern, so that helps.
Around the time before I made this, I thought I was done making maps for awhile but then I had the idea for this concept & engine and had to make it. The co-op version is basically the same thing. Thanks for playing, I think I have at least one more of yours in my queue.
Brave 26 Feb, 2014 @ 8:36pm 
Damn good chamber, especially the part with getting the sphere in the last area, that part was my favorite!
I guess the first area is for looks only!
Not a hard test, just requires fast portaling!
Mitch McWiggins  [author] 24 May, 2013 @ 8:23pm 
Thanks for the thumbs up, mood3rd!
I understand it's a tricky thing, both tricky in execution to get through to the exit (especially the first two chambers, ugh), and tricky as a concept itself, since it's less of a puzzle and more of a potentially annoying shooting gallery where you can't even win a stuffed animal. And there is a pattern, and I wasn't sure how to get around things staying on at the beginning and end of each 9-step cycle.
Anyway, I guess it's more of a concept map than anything; demonstration of an engine idea.
Most of all thanks for playing! Later.
mood3rd 24 May, 2013 @ 5:33pm 
Mitch McWiggins
good map.
great concept.
I am not generaly fond of timers, as I am not good at them.
I was surprised I got this far:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=147531262
many deaths.
the light bridges, I did not get.
their seemed to be variable timed, in that the same light bridge would stay on for different amounts of time.
so I just hoped accross & died a lot.
untill my luck held.
but the other 2 chambers I did get, & enjoyed.
still died in 2nd chamber.
but when figured out how to do it, it was fun.
I fired 1 portal at the paint & kept moving the 2nd portal to where the laser moved to.
while constantly moving backwards & jumping when re-aquiring the laser.

no problem with the last & no deaths.
played like an archade game.
very ingenius ideas.
thumbs up.
nintendo.erk 7 May, 2013 @ 10:37am 
i don't like the timing required in the last room of this map, the delay of the flip panels makes it really frustrating. however I did rate this map up because of the massive mechanics controlling the whole thing. (used noclip to see your hidden room)
I very often use those kind of hidden rooms in my maps, pedestal toggle, moving or/and blinking lasers and constantly direction changing funnels
click here for a nice map with laser tricks and here for a series of funnel toggling.
thanks for creating
DTKinetic 5 May, 2013 @ 8:01pm 
Dude, this was pure genius really. Will definitely sharpen players on their counting and memorizing skills, plus I really liked how the last room tested my reflexes. I can't begin to think how you coordinated the mechanisms, but it was very well done! I invite you to try one of my puzzles if you're interested.