Portal 2

Portal 2

57 ratings
DIS/CONNECT
   
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18.870 MB
13 Aug, 2023 @ 8:49am
13 Aug, 2023 @ 2:37pm
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DIS/CONNECT

In 1 collection by mikatastrophe
mika's best puzzles
5 items
Description
DIS/CONNECT - PMAM Competition

My submission to the Portal Mapping and Modding[discord.gg] Fizzlerless Competition. The theme: Make a map without any fizzler, laserfield, or other custom field item. I decided to go the extra mile and make a map with no connections whatsoever, and only two test elements.



Easy-medium difficulty. (3.5 / 10)

About 20 minutes to complete for average players.




The main elements used in this puzzle are a funnel, a light bridge and momentum.

This puzzle doesn't require any glitches, ninja moves or similar things to solve it, just an understanding of Portal 2's mechanics and some creativity. If you're doing something that feels weird or unintended, it probably is exactly that.
Known unintended moves found in playtesting (will be fixed in an eventual hammer version that releases after the competition ends):

  • jumping on the light bridge when directly below the funnel to just barely reach it
  • jumping on the 90° angled panel with the light bridge coming out the top of the portal and shooting the portal mid-jump to get on top of the light bridge
  • shooting two surfaces mid-jump within half a second to change the part of the portal the light bridge comes out of as well as the surface the light bridge comes out of
  • running up the back side of the 90° angled panel to just barely reach the funnel when directly above said panel



Special thanks to:

didokiller, Tin and Ava for playtesting and advice!



Thanks for playing! Please consider leaving some feedback in the comments below, it really helps me to get better at puzzle design.
17 Comments
hub 6 Oct, 2023 @ 10:59am 
:maglike:
Mikeastro 30 Aug, 2023 @ 7:22am 
Very enjoyable puzzle! To me frivolous funnel rides resulting in getting stuck outweighed the visibility issues, but overall I had a good time solving it. Big thumbs up :D
SpielSatzFail 21 Aug, 2023 @ 12:13pm 
Looking foward to the Hammer remake :-) I really would love to record this for YouTube, even though I know the solution now, unfortunately. Maybe you will also tweak the solution a little if I'm lucky ;-)
mikatastrophe  [author] 21 Aug, 2023 @ 11:59am 
@SpielSatzFail yeah, this one has quite a few player accessibility/convenience/anti-trapping issues that i wasn't able to fix before the competition deadline. i had the choice to publish it in its slightly annoying but functional state or submit nothing, so i opted for the first. please note that a hammer remaster is coming at some point that should iron out all these issues and change the solution up a little to make it cleaner and just overall better. i appreciate the feedback though! :p2cube:
SpielSatzFail 21 Aug, 2023 @ 11:09am 
Oh man, good puzzles but non-existent visibility. I enjoyed and hated it at the same time.
The source swaps, the light bridge orientation changes and the fling parts were fun! But rarely did I play a map that smashes "F6/F7" so hard in your face like this one. As for anti-trapping, using grating right above the goo and adding a single white tile somewhere on ground level seems so easy...
I'm sorry this reamins a neutral. Btw I was convinced that a nice fling would carry me right into the exit, but...no... *sigh* ...this would be my last death before trying again and successfully exiting the chamber.
hfmanson 21 Aug, 2023 @ 8:06am 
Nice one!
Nobody No-One 15 Aug, 2023 @ 4:47pm 
Fun map, though I agree that the layout was very obscure at the opening, even like an arrow signage with a light bridge signage next to it would've helped, because I dismissed the correct path for a little bit on the assumption that it just led to a dead end.
Solovox 15 Aug, 2023 @ 3:17pm 
@theCCguy understood!
mikatastrophe  [author] 15 Aug, 2023 @ 3:40am 
@Solovox i've noticed this issue during playtesting, however since this was made for a competition with the rules being "no fizzlers" and the deadline being a few hours ago, i couldn't update the map with working anti-trapping. without the competition surrounding the puzzle, i would've approached that differently.
Solovox 14 Aug, 2023 @ 11:08pm 
The plan is to punish the player with death repeatedly until they memorize the non-death path? Eww. No.