Portal 2

Portal 2

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Description
After a malfunction in the elevator, you wind up in an unfinished test chamber with no exit door. To escape, you will have to work your way through unfinished chambers, tunnels, and take advantage your environment.
21 Comments
daloboy 2 Nov, 2014 @ 6:02pm 
Hi there! Here's my solution . I spend a lot of time searching for the next step...and got trap in the funnel room without the cube...
If you update it, I'll be glad to test again!
My workshop .
The MAD Fool 2 May, 2013 @ 6:11pm 
Here are the rest of my points:
3) If you can, I would recommend making the button/stair action more visible at the end. Perhaps you could move the rooms to be side by side and have glass separate them? Just an idea. I sent some time trying to figure out what that button did, then some more time to realize it was dead end. I figure being able to see what it does might lead to less frustration (IMO).
4) This puzzle has lots of ways of getting stuck, however, I don't know how to fix these issues without breaking the puzzle itself. I wish I could be of more of use here.

Hope this helps! Also, I like the changes you have done so far.
https://steamhost.cn/steamcommunity_com/profiles/76561198000487094/myworkshopfiles/
The MAD Fool 2 May, 2013 @ 6:10pm 
Well I have finished the puzzle now. Got to say over all I do like it. I got a few points about the puzzle-- don't know if they will be of any help, but here they are:
1) I think you can remove the upper portable surfaces (that are not block by angled panel) in the 1st room you get to with a button. Basically make it so that the player has to place cube on button to get out. However, this may lead to player getting stuck. I don't know what to do about that.
2) I was able to bypass the laser part of the puzzle in the "main" room. (Yes-- even with the new update.) Here is how: make sure cube is on cube button in main room, once you get other cube to 1st part of main room-- open portal on wall (2nd level up) and ceiling, drop cube through portal, go to other side... continue with puzzle. I am not sure if this is really a big issue-- just another way of solving the puzzle.

(Comments to be continued on next post.)
GW  [author] 1 May, 2013 @ 9:42am 
Oh sure, as amazing as something like that Portal Done Pro video was, by speedrunning I mean actually playing within the bounds of the game, just being super effecient and smooth with all your movements. I like maps that are laid out in such a way that, first time through you have to work out the puzzle, then on subsequent play throughs you can work out how to be more effecient in where you put portals etc. to get through it faster.
toncica 30 Apr, 2013 @ 2:42pm 
Well, I think true speed running involves bunny hopping, cube jumps and such, even exploits and glitches. I don't want to do that because then it becomes a different game which stops focusing on the puzzles. But I do enjoy finding the most efficient way within conventional rules on other maps, and blocking those ways on my own maps when they cross my intended solution. :D
GW  [author] 30 Apr, 2013 @ 2:13pm 
Hah, nice! That's a clever way of getting the second cube faster, and your method of getting back to get the cube at the end is interesting, its a lot different to how I do it so I might have to record myself and test which method is faster.

Speed running is fun :D I'm definitely going to design all maps, where possible, to be speed-runnable once you've worked out all the steps. I always loved how every puzzle in portal was almost 2 puzzles in one - the solve, and then refining the solve for speed/efficiency (either less time or portals).
toncica 30 Apr, 2013 @ 1:10pm 
Yep, reduced to under five minutes. :)
GW  [author] 30 Apr, 2013 @ 10:33am 
Well a new version is up:
-Flinging into the end is no longer possible, as its a bit too easy to find.
-Should no longer be possible to drop the cube onto the button in the "main" room, potentially bypassing part of the puzzle.
-Increased lighting in some areas, as I've begun using some PeTI mods including the Style changer, which seems to have a side-effect of making everything a bit less bright. So I've added some additional light strips so that everything is clear.
-Button in the "main" room now visible through glass, which means you can now see what it connects to without walking back and forth between the fizzler.

I tried timing myself running the map, although I did a couple silly things at the end that slowed me down. Final time was 7:10, but I reckon that could be reduced significantly in a couple different ways.
toncica 30 Apr, 2013 @ 10:11am 
Yeah, that short-cut isn't hard to find at all. On my first run I didn't go there because I wasn't in a hurry and I wanted to explore the whole map and rather stay on the presumably intended path.
GW  [author] 30 Apr, 2013 @ 9:56am 
Nah its fine, if people read the comments to look for solutions then they're just going to mouse-over spoiler tags and reveal it anyway. I was only hoping that the speed-run solution wouldn't get discovered so fast but I guess its not exactly that hard to figure out, especially when everyone is by now very well-versed with the intricate mechanics of the game.

So yeah, there's still a few little things here and there that help speed you up if you wanted to, but I guess I can't really leave in methods that bypass entire sections because people will inevitably find them without first solving the rest of the puzzle :P