Portal 2

Portal 2

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Desperate Waters
   
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Desperate Waters

Description
This is a puzzle requires systematic work to complete successfully . This chamber made for P2LC Competition Fourth Symmetry . Please leave feedback about expierence in chamber.

Bug fixes :
- Trap situations problem has been solved by adding 2 hallways with only way back from 2 area to 1 area and from 3 area to 1 area .
- Signage is now visible to cube dropper's via antline.


Thanks Deathwish808 for good video and suggestion .
14 Comments
lfairban 17 Sep, 2017 @ 9:55am 
Not as tricky as it first appeared.
| \_/ () 10 Oct, 2015 @ 1:53pm 
Wait a sec, I never said it should be 'super duper hard'. Many times the easiest maps are great. I'm just saying you don't need the fourth area. You can instead place the exit anywhere else and the end result would be the same.

Secondly, maybe it doesn't matter how long it takes to think of a puzzle, but the times you play-test it and the time you spend polishing details (like e.g. some antlines) DO matter. It's the thing that can make the difference between a good test and a great test.

And, ok, I'll sheck out your maps. :)
Playground Orb  [author] 10 Oct, 2015 @ 1:40pm 
@ | \_/ () Try mine Mind Labs Test : Introductionary Test chamber to solve and leave feedback below .
Playground Orb  [author] 10 Oct, 2015 @ 1:07pm 
You dont need to make super duper hard ,and another thing it doesn't matter how long took for you to make puzzle . Most important it should be good as not possible too much frustate player . Just try my Glass tax chamber , new and exciting
| \_/ () 10 Oct, 2015 @ 12:57pm 
The test is good but there are a lot of antlines and shapes I'd change and the positioning of the elements is wierd and distracting at times. On top of that, the challenge is to make 4 areas devided by goo and all 4 should take part in solving the map. Here one of the 4 areas is just an exit.

There are some maps that I don't like but I can still see that their makers put some effort into making them. No offence but I have the feeling this map was just put together one evening withought any deeper thought put into it.
The MAD Fool 30 Sep, 2015 @ 1:07pm 
Cool! I am looking forward to playing you advance version. Glad I could help!
Playground Orb  [author] 30 Sep, 2015 @ 11:43am 
# The MAD Fool - All your points taken and understood . I will later make advanced version of this , meanwhile I dont think i need to change something . Thanks for a bit of work you put to show me how simplify and make good look .
The MAD Fool 30 Sep, 2015 @ 10:23am 
Sorry, I have to make this quick. I hope this comes out as intended.

Here is some things I think can be tightened or cleaned up.
1) You don't need both wall cubes to disable the laser fields. The 2nd wall cube should be sufficient to disable the laser fields. After all you need the 1st wall cube to use the 2nd.
2) Just leave the exit open. The laser fields are sufficient exit barrier. These 2 items should help clean up your signs and ant-lines.
3) Minor issue-- you can get to the reflector section without using the laser.
4) The turrets are little more than laser fodder. It would be nice if they were used for something more than just that.

It's hard to get all my thoughts down here under 1k characters. So I made a B version here. Please take a look. Take any ideas you want from it. I hope this helps!

Finally, I do like what is at the heart of the puzzle (the main puzzle idea) so thumbs up for me.
stormsend 30 Sep, 2015 @ 2:56am 
Good fix. Thumbs up.
Playground Orb  [author] 30 Sep, 2015 @ 12:33am 
Images has been updated . Please try again . If you guys get's trapped again. Please let me know.