Portal 2

Portal 2

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No Elements: Five
   
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5.804 MB
19 Jan, 2023 @ 2:21pm
21 Jan, 2023 @ 1:38pm
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No Elements: Five

Description
-Difficulty 5/10 for intermediate players.
-It takes 5 seconds to solve if you can strafe(ok, maybe a bit more, hub).
-It took me 5 attempts to record the walkthrough (I think).
-The design went through [+/-] 5 iterations.
-Took 5 days to make (this one is actually true!).
-Like 5 people will get what this description references.
-5 numbers on the thumbnail :o
-Made by a person with 5 fingers on each hand and 5 toes on each foot (this one is also true!).
-To solve the map, you need a 5(?) tile velocity. Fun fact, only the correct solution is long, you can try all(except 1) other tile velocities in just a couple of moves each!
-5 stars?? pls???

Sorry for the long walk at the end, the level almost looked like a heart with only that wall making it lopsided <3

Disclaimer: This map does not require moves that would be considered "ninja" by normal folk, nor does it require any cheesy/speedrunning movement techniques(ie strafing, doing loops in the air to bypass a barrier, any way of increasing walking speed to make long jumps). The solution is logic based, but you might need to act fast at certain points.
34 Comments
SunnyOst  [author] 15 Jun @ 5:42am 
To me it certainly sounds like you solved everything! :p2cube:
Mavik🏹 14 Jun @ 11:05am 
Damn it. How could I be so stupid. I totally did all of the necessary thinking to solve the map, but I just couldn't connect the dots!!! I knew that you needed a 5 tile momentum , I knew that I would need to bang the head in a 2 tile area and then fall through the 4 tile drop !!! I even got to what is 0:58 in your video completelly on my own! I just didn't think of preserving a 1 tile momentum on that remote area ! Ugh!
zigzagtenniscoe 21 Jul, 2024 @ 3:45am 
That's fair, I do understand that if the area up there is pitch black it feels like everything else should be too. I do think some people are playing on displays that just aren't very good and make do with what they have, relying on the mapmaker to highlight the most important areas. Yes, most of the walls and everything may be pitch dark but what would that matter, most of the time? :P
zigzagtenniscoe 21 Jul, 2024 @ 3:45am 
There's a lot of noob mapmakers on the workshop which will unintentionally leave exploitable spaces up high which is obviously a problem for momentum maps so not highlighting such areas does make it feel more like an oversight and, for experienced players who care about intended solutions, an area to avoid instead of an obscure "hidden path" to pursue, like you were originally going for. It's really hard to balance putting an "outside-the-box" step like this in a map without pushing it too far into the realm of cheesiness, but I think you already walked that line very well with the core mechanic of the map. From what I gather you've already responded to this criticism though and are making brighter maps nowadays so it's not really a criticism relevant to the current-day you, just something to keep in mind as well as for anyone else reading this.
SunnyOst  [author] 20 Jul, 2024 @ 4:13am 
Thanks for a thorough review and a vid! Always love to see people play :)
At this point, I have a new computer and wouldn't be able to brighten up that area if I wanted to 🤷‍♂️ But I still don't understand how one would see anything at all in this game if that place is completely black, wouldn't the rest of the map be pitch black too? :lunar2019grinningpig: Like, at 1:50, getting in that position is one of the first things everyone will do and to me it looks almost black and white obvious from there. Might be easy to "overlook" but not to "not see".
I am trying to make brighter maps tho. Unfortunately, I'm not making that many maps anymore haha
zigzagtenniscoe 19 Jul, 2024 @ 4:37am 
Blindrun
Wow. Don’t think I’ve seen this quirk of the game engine used before. As you said the solution IS a logical one, but holy damn is it ever outside-the-box. This one requires a very advanced knowledge of portal/momentum and nerfing mechanics to fully understand. It’s a miracle I got it as fast as I did.

I knew what the title was referencing right away. How the hell are you supposed to get the Goldilocks zone of 5 blocks momentum??? I knew 4 wasn’t enough and 6 shot me over. But how the fuck is one supposed to get that much momentum with the pits available??? If I’m being completely honest I thought the solution would somehow exploit Portal’s built-in “terminal velocity” - a prior NE map I played used that limitation to nerf the player’s momentum , but this is just as clever, honestly.
zigzagtenniscoe 19 Jul, 2024 @ 4:36am 
Well done. But as Hazellius said, the upper area could have been highlighted more clearly. I don’t really think doing so would take away from the “outside-the-box” feel of the chamber as you think it would, nor make it any less of an accomplishment to reach. It still took me long enough to figure out what needed to be done after I discovered it - and for certain displays it will literally look barely visible without any lights up there, leading to either insane frustration and/or noclipping as Hazellius had to resort to :/ It’s always far too easy to underestimate the difficulty of your own chamber.

Difficulty: 4/10 (for an experienced)
Enjoyed: 8/10
SunnyOst  [author] 18 May, 2023 @ 1:18am 
I just double checked and a simple w+space gets you nowhere near the ledge like expected, so you must have been doing something, whatever you choose to call it.
Nobody No-One 17 May, 2023 @ 9:15am 
I did neither, as far as I could tell. I simply jumped without touching any walls and landed easily every time — I don't know any speedrunning techniques.
SunnyOst  [author] 17 May, 2023 @ 2:38am 
Afaik, to jump that gap you need to either strafe or do the wall run thing, so, you know... But glad you enjoyed!