Portal 2

Portal 2

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Quantum State
   
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2 May, 2021 @ 3:48am
2 May, 2021 @ 5:48am
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Quantum State

Description



Quantum State is a sequel in element only to EPR Paradox, utilising the Aperture Science Quantum Superposition Cubes. While playing EPR Paradox is not necessary, those who do/have played it will probably find this map easier.

This map was designed for Map Labs #14, a mapping competition held by Map Labs[discord.gg] in collaboration with the Thinking With Portals Discord. The theme for this competition was "Chroma".
The puzzles were created by and features music by Mikeastro, with Hammer work by Wii2. Custom models and some custom textures by Stridemann (from Thinking With Time Machine). Additional assets by Wii2, HugoBDesigner, Allison/Valla-Chan/CamBen or from CS:GO, or The Stanley Parable (with permission). Our thanks to HugoBDesigner and Mâché for playtesting and feedback.
(And yes, I did copy the description from EPR Paradox)
#MapLabs14
41 Comments
CoffeeCoder 26 Apr, 2024 @ 7:59am 
took me a while to understand the ghost cube can go through laser. Beautiful map and fun
Jestyr 22 Feb, 2024 @ 4:10pm 
i adore the style and song of the chamber, but the puzzles were just not it. super position mechanic was interesting, but it felt poorly taught, because i had no idea what the hell was going on for the first 2 chambers. and was this playtested like at all? because of how extremely easy it is to cheese the last 2 chambers, I heavily doubt it. great concept, poor execution
vallibus 26 Jul, 2023 @ 1:39pm 
Interesting level. Apparently I didn't solve it the intended way, but as they say, any port in a storm. I wish the ending was a little clearer. I spent a while in that last room thinking I had missed something.
NSky 3 Mar, 2023 @ 12:38am 
nice colorful futuristic chamber
ooooggll 9 May, 2022 @ 5:32pm 
Also I didn't completely love the style of TWTM but you made it look very nice
ooooggll 9 May, 2022 @ 5:31pm 
Very fun map. I loved the mechanic and also the ending was amazing :)
Killjoy 15 Mar, 2022 @ 4:11pm 
Fun to play, once I figured out what was going on - AND after having watched Sheepdog's video. (Thanks, Sheepdog. I wouldn't have figured out what to do in the first room.) Aside from that, the amount of pink started to make me dizzy.
TrustyGun 15 Dec, 2021 @ 2:54am 
Okay that reference to superliminal at the end there threw me for a loop LMAO

Amazing map and puzzle design!
SunnyOst 1 Dec, 2021 @ 11:10am 
Having found the intended route, I see why the first solution seemed unintended to me - the same reason why I'm not a big fan of this whole mechanic - it's arbitrary. I was hitting the button twice, thinking I was swapping states like I always do in these maps - moving state for a non-moving state, fizzled state for a non-fizzled state. When in actuality they are suddenly sharing the same state of dying. If you put the normal cube in a funnel: the ghost might start moving the same direction, it might lose gravity or it might stay stationary; all of these are just as plausible because there aren't any set rules. So you have to solve the puzzles without knowing that the author decided you have to meow before touching the cube, until you stumble upon it... It might seem that adding a little showcase/tutorial in the hallway is giving the solution away, but figuring out what you've coded isn't the main puzzle, right? Food for thought, if there are more of these coming :)
SunnyOst 1 Dec, 2021 @ 10:12am 
I loved the use of fake water for reflective floor! Not sure how you managed to remove the water effects and sounds, but it's really cool! If I haven't played EPR Paradox and haven't had to look up the walkthrough for it, I'd probably have to look up the walkthrough for this one - both maps really throw you in the deep end with some aspects of the mechanic :D
When solving the first out of the triplets, I felt that fizzling might not be intended, so when I entered the same room with that solution removed, I thought I was getting punished and challenged, in a funny way... But then I solved the other two rooms in the exact same manner pretty easily( the fizzler is close enough to the edge. The cube might have moved away once, but it worked just fine after that ) and it seems that's just not intended... :/ a hmm from me