Portal 2

Portal 2

Simon (1-Player)
18 Comments
Goooofy CZ 26 Aug, 2018 @ 8:42am 
this is amazing map. i love your "functional room" which is powering up all the main chambers. :) Ienjoy it a lot please make more. also if u want play one of mine maps ... youre more than welcome. :)
Mitch McWiggins  [author] 12 Mar, 2014 @ 8:18pm 
Subscribed, Brave. Thanks.
Brave 3 Mar, 2014 @ 7:31am 
Sup Mitch, My new map The exit plan
This is my first map using Hammer tool, hope you like it!
Mitch McWiggins  [author] 28 Feb, 2014 @ 8:16pm 
(oh yeah, and the first room is pointless, can't remember why I didn't just start it in the bridge chamber... to build suspense? heh heh)
Mitch McWiggins  [author] 28 Feb, 2014 @ 8:14pm 
Thanks!
Yep, fast portaling is the idea. I've never been much of a "ninja," so I tried to make it non-ninja friendly--there's a pattern, so that helps.
Around the time before I made this, I thought I was done making maps for awhile but then I had the idea for this concept & engine and had to make it. The co-op version is basically the same thing. Thanks for playing, I think I have at least one more of yours in my queue.
Brave 26 Feb, 2014 @ 8:36pm 
Damn good chamber, especially the part with getting the sphere in the last area, that part was my favorite!
I guess the first area is for looks only!
Not a hard test, just requires fast portaling!
Mitch McWiggins  [author] 24 May, 2013 @ 8:23pm 
Thanks for the thumbs up, mood3rd!
I understand it's a tricky thing, both tricky in execution to get through to the exit (especially the first two chambers, ugh), and tricky as a concept itself, since it's less of a puzzle and more of a potentially annoying shooting gallery where you can't even win a stuffed animal. And there is a pattern, and I wasn't sure how to get around things staying on at the beginning and end of each 9-step cycle.
Anyway, I guess it's more of a concept map than anything; demonstration of an engine idea.
Most of all thanks for playing! Later.
mood3rd 24 May, 2013 @ 5:33pm 
Mitch McWiggins
good map.
great concept.
I am not generaly fond of timers, as I am not good at them.
I was surprised I got this far:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=147531262
many deaths.
the light bridges, I did not get.
their seemed to be variable timed, in that the same light bridge would stay on for different amounts of time.
so I just hoped accross & died a lot.
untill my luck held.
but the other 2 chambers I did get, & enjoyed.
still died in 2nd chamber.
but when figured out how to do it, it was fun.
I fired 1 portal at the paint & kept moving the 2nd portal to where the laser moved to.
while constantly moving backwards & jumping when re-aquiring the laser.

no problem with the last & no deaths.
played like an archade game.
very ingenius ideas.
thumbs up.
nintendo.erk 7 May, 2013 @ 10:37am 
i don't like the timing required in the last room of this map, the delay of the flip panels makes it really frustrating. however I did rate this map up because of the massive mechanics controlling the whole thing. (used noclip to see your hidden room)
I very often use those kind of hidden rooms in my maps, pedestal toggle, moving or/and blinking lasers and constantly direction changing funnels
click here for a nice map with laser tricks and here for a series of funnel toggling.
thanks for creating
DTKinetic 5 May, 2013 @ 8:01pm 
Dude, this was pure genius really. Will definitely sharpen players on their counting and memorizing skills, plus I really liked how the last room tested my reflexes. I can't begin to think how you coordinated the mechanisms, but it was very well done! I invite you to try one of my puzzles if you're interested.
daloboy 5 May, 2013 @ 7:21am 
Hi Mitch! At first..did not like at all! I hate ninjas! But then, spotting the longer timers on two bridges got me easilly out of room one. In the second, same timing but I only had to shoot once after the longer one and was on the cube button! The third was tricky with the wait between flip and shoot. You made the whole thing just short enough to be enjoyable even with the timing! Good job Mitch!
SkyRoots 30 Apr, 2013 @ 11:13pm 
Yeah, due to the "programming", I didn't have to shoot any portals while running across the light bridge in the first room.

I agree, the 2nd room laser timing is less forgiving.
Mitch McWiggins  [author] 30 Apr, 2013 @ 10:24pm 
Thanks, Skyroots! I appreciate the feedback.

I found the same issue in the 3rd room. And it actually took me awhile to get the hang of the first and second rooms--for awhile I was just trying to wing it, but then realized that the best way was to watch the pattern, and wait for that thing you mentioned, about how one of them stays on for a long time (unintentional, but kind of unavoidable with the way I have the "programming" set up... in fact, while in development, after I discovered that, I decided to make the rooms longer to make it more of a challenge).

For me, the first room is exciting and if I die it doesn't bother me too much. But for some reason, dying with those lasers in the second room really pisses me off... Maybe it's because the lasers are less forgiving with the timing, compared to the lightbridges.

Thanks for playing!
SkyRoots 30 Apr, 2013 @ 8:01pm 
Nice!
The first room was most difficult for me until I replayed the level and followed the pattern and realized that the upper right one stays on for a long time each cycle.

The second room took me a few tries, but I eventually got the timing down.

I really liked the third room. The only thing I didn't like about it is that if your reaction time is TOO fast, it actually screws you up. You have to wait until the flip panel is completely turned before making your portal. If you activate your portal gun too soon, the portal does not appear and you lose your progress.

Still, this was a very nice concept. Thanks for making this test chamber!
Mitch McWiggins  [author] 18 Apr, 2013 @ 7:59am 
Thanks stormsend, I have tld and weird in my queue.
stormsend 18 Apr, 2013 @ 1:39am 
Great use of timers. I needn't say I died a few times trying to get the timing right. Looking for a pattern didn't seem to help on the last on but I managed with nimble fingers. Hey, you did a great job. Twisted Little Ditty #F4F
Mitch McWiggins  [author] 17 Apr, 2013 @ 7:56pm 
Thanks Jade BGE!
I'm with you--ninja stuff isn't my thing either, but I thought of this gimmick and just had to make it. :)
While developing, I also had a hard time with this, and a friend and I had an even harder time with the co-op version ...not a great sign for others when the map's creator dies a lot, right?

But then I realized that taking a few moments to learn the pattern would be easier (as opposed to just trying to be really fast, which is what I was doing initially). So I waited and checked out the pattern (which is 9 units forward, 9 backward, and then it repeats) and then the whole ninja/sharpshooting element became easier.

Anyway, thanks for playing. I have one or two more of yours in my queue.
Jade BGE 17 Apr, 2013 @ 3:54pm 
Crazy man! Never could I have created such a thing. Ninja reflexes are not my forte, but I love that you've created something for those who love this stuff. I did accomplish the ball section by myself though. Wow! I know, I'm good huh? Great job Mitch! Thank you for your creativity.