Portal 2

Portal 2

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8.957 MB
13 May, 2012 @ 5:04pm
18 May, 2012 @ 6:50am

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In 1 collection by 'Rito
Made by YM
6 items
Description
Infinite Apertures; infinite test chambers. This is one of them. In this universe, Soylent Green is made from Avocado. Yep, it's actually green.

Warning: Hard

Made by YM

MapCore Perpetual Testing Challenge
18 Comments
Slimpack 29 Jan, 2013 @ 10:01pm 
I agree with BEARD on pretty much all points. I found it to be a challenging puzzle. I also got stumped at the same part he did, and I also solved it in a way that I'm pretty sure wasn't the intended solution. I basically used the portable surfaces on the ceiling to drop to the floor and then use that momentum to shoot out from the floor and shoot portals over the center fizzler. If that's not the right way you could prevent that by making the center class taller so there isn't a gap between it and the ceiling to shoot a portal through. regardless I thought it was a really good map.
Mr.Johno 21 Jan, 2013 @ 4:12pm 
Great map, thanks for sharing
'Rito  [author] 28 Dec, 2012 @ 11:31am 
I'd like to know how you played it before PTI.
Fallen One 28 Dec, 2012 @ 8:57am 
I played this prior to the PETI editor. It was a great map then, and a great map now.
This is a thinking test. Great job.
ManOfColours868 9 Jul, 2012 @ 7:44am 
vfig.ps, how do I look at your demo?
David 16 Jun, 2012 @ 6:33am 
Congratultions on a well-designed puzzle. Nothing was artificially difficult, and I really had to think throughout - the sign of a quality map. It's impressive that you made it as a pure-PTI map, too! I liked the laser puzzles, which thankfully weren't your typical 'power 10 relays at once to win' job.

My biggest stumbling point was working out how to get the light bridge and two cubes past the fizzler . I did this in a slightly ninja way: I placed the lightbridge as high as possible in the first room. I jumped on the upper light bridge, redirected it into the second room (shooting above the glass) and landed on the lower 'source' light bridge. . In truth, it didn't feel like that was intended as a solution.

All in all, a high-caliber map that I really enjoyed. Thanks for mapping!
Instantiation 6 Jun, 2012 @ 6:58pm 
Brilliant! Although, if I could make one suggestion, using the light bridge might not be quite as bad if the laser was moved to the far edge of the tile from the wall. (If it's already there, ignmore this.)
vfig 18 May, 2012 @ 11:16am 
Great, I've solved it now. Demo (if you care) is at http://dl.dropbox.com/u/571452/ym/feedback2.zip

I still didn't use the switch that opens the angled walls , and I used an unconventional method to bring the second cube over--though I could probably have just used portals, I suppose.
'Rito  [author] 18 May, 2012 @ 6:54am 
Ah vfig, I didn't realise it was only single use. It looks like that high area at the back was the element you were missing since early on in demo #4 you had the lightbridge and laser mechanic correct.
'Rito  [author] 18 May, 2012 @ 6:52am 
UPDATES:
-Fixed single-use button allowing players to be trapped
-Slight white/metal changes to eliminate one false solution and make correct more obvious
-Minor cosmetic changes