Portal 2

Portal 2

Under Construction
21 Comments
daloboy 2 Nov, 2014 @ 6:02pm 
Hi there! Here's my solution . I spend a lot of time searching for the next step...and got trap in the funnel room without the cube...
If you update it, I'll be glad to test again!
My workshop .
The MAD Fool 2 May, 2013 @ 6:11pm 
Here are the rest of my points:
3) If you can, I would recommend making the button/stair action more visible at the end. Perhaps you could move the rooms to be side by side and have glass separate them? Just an idea. I sent some time trying to figure out what that button did, then some more time to realize it was dead end. I figure being able to see what it does might lead to less frustration (IMO).
4) This puzzle has lots of ways of getting stuck, however, I don't know how to fix these issues without breaking the puzzle itself. I wish I could be of more of use here.

Hope this helps! Also, I like the changes you have done so far.
https://steamhost.cn/steamcommunity_com/profiles/76561198000487094/myworkshopfiles/
The MAD Fool 2 May, 2013 @ 6:10pm 
Well I have finished the puzzle now. Got to say over all I do like it. I got a few points about the puzzle-- don't know if they will be of any help, but here they are:
1) I think you can remove the upper portable surfaces (that are not block by angled panel) in the 1st room you get to with a button. Basically make it so that the player has to place cube on button to get out. However, this may lead to player getting stuck. I don't know what to do about that.
2) I was able to bypass the laser part of the puzzle in the "main" room. (Yes-- even with the new update.) Here is how: make sure cube is on cube button in main room, once you get other cube to 1st part of main room-- open portal on wall (2nd level up) and ceiling, drop cube through portal, go to other side... continue with puzzle. I am not sure if this is really a big issue-- just another way of solving the puzzle.

(Comments to be continued on next post.)
GW  [author] 1 May, 2013 @ 9:42am 
Oh sure, as amazing as something like that Portal Done Pro video was, by speedrunning I mean actually playing within the bounds of the game, just being super effecient and smooth with all your movements. I like maps that are laid out in such a way that, first time through you have to work out the puzzle, then on subsequent play throughs you can work out how to be more effecient in where you put portals etc. to get through it faster.
toncica 30 Apr, 2013 @ 2:42pm 
Well, I think true speed running involves bunny hopping, cube jumps and such, even exploits and glitches. I don't want to do that because then it becomes a different game which stops focusing on the puzzles. But I do enjoy finding the most efficient way within conventional rules on other maps, and blocking those ways on my own maps when they cross my intended solution. :D
GW  [author] 30 Apr, 2013 @ 2:13pm 
Hah, nice! That's a clever way of getting the second cube faster, and your method of getting back to get the cube at the end is interesting, its a lot different to how I do it so I might have to record myself and test which method is faster.

Speed running is fun :D I'm definitely going to design all maps, where possible, to be speed-runnable once you've worked out all the steps. I always loved how every puzzle in portal was almost 2 puzzles in one - the solve, and then refining the solve for speed/efficiency (either less time or portals).
toncica 30 Apr, 2013 @ 1:10pm 
Yep, reduced to under five minutes. :)
GW  [author] 30 Apr, 2013 @ 10:33am 
Well a new version is up:
-Flinging into the end is no longer possible, as its a bit too easy to find.
-Should no longer be possible to drop the cube onto the button in the "main" room, potentially bypassing part of the puzzle.
-Increased lighting in some areas, as I've begun using some PeTI mods including the Style changer, which seems to have a side-effect of making everything a bit less bright. So I've added some additional light strips so that everything is clear.
-Button in the "main" room now visible through glass, which means you can now see what it connects to without walking back and forth between the fizzler.

I tried timing myself running the map, although I did a couple silly things at the end that slowed me down. Final time was 7:10, but I reckon that could be reduced significantly in a couple different ways.
toncica 30 Apr, 2013 @ 10:11am 
Yeah, that short-cut isn't hard to find at all. On my first run I didn't go there because I wasn't in a hurry and I wanted to explore the whole map and rather stay on the presumably intended path.
GW  [author] 30 Apr, 2013 @ 9:56am 
Nah its fine, if people read the comments to look for solutions then they're just going to mouse-over spoiler tags and reveal it anyway. I was only hoping that the speed-run solution wouldn't get discovered so fast but I guess its not exactly that hard to figure out, especially when everyone is by now very well-versed with the intricate mechanics of the game.

So yeah, there's still a few little things here and there that help speed you up if you wanted to, but I guess I can't really leave in methods that bypass entire sections because people will inevitably find them without first solving the rest of the puzzle :P

toncica 30 Apr, 2013 @ 9:03am 
I haven't been using spoiler tags for things that were about to get changed and become obsolete anyway. If I got that wrong feel free to delete spoilerish remarks.
GW  [author] 30 Apr, 2013 @ 8:37am 
@Toncica, you might be right, it may not be easier or quicker but I feel like that might be the solution everyone ends up working out instead of the solution I intended :P anyway, I think I was over-thinking how to fix it. If I just move the button so its not underneath the funnel so you can't drop the cube onto it, that'll fix it.

@The MAD Fool, You're right thats not the intended solution :P I discovered that solution myself and thought it was fun, a cool way to very quickly speedrun the map for people who like doing that sort of thing. However, I feel like it might be too easy to work that out instead of doing the entire puzzle, so I may have to stop it being possible. Also thanks for using spoiler tags ;)
toncica 30 Apr, 2013 @ 4:23am 
You don't really need to worry about the fizzler. I was doing the same thing as in the video, traveling in the funnel, grabbing the cube from the cube button and having it drop onto the button while staying in the funnel and floating back to the main room. It's not like it's a short-cut, getting the laser to open the access to the funnel room would probably be quicker.
The MAD Fool 29 Apr, 2013 @ 7:50pm 
I don't think this was the intended solution. In 2nd room place portal on angled panel and in side room, in side room place portal on lower floor and JUMP into it. This will give you just enough momentum to get into next to the last room. In that room portal to side room and grab cube, go back and place cube on button to open door. Use portal to get out. I am still working on what I think is the intended solution.
https://steamhost.cn/steamcommunity_com/profiles/76561198000487094/myworkshopfiles/
GW  [author] 29 Apr, 2013 @ 9:28am 
Well I've had another look, and I can't seem to find a way to solve the main room anymore, that doesn't involve disabling the ground-level fizzler. Could you explain how you did it?
GW  [author] 29 Apr, 2013 @ 8:07am 
Hah yeah I knew you could fling straight into the exit and complete it superfast. I wanted to leave that in as a secret speedrun thing, but I might have to fix it now that everyone can read it in the comments xD

To answer your questions: Yes, those are all "scenery" things, the intention is to make it feel like there is more to the area you're in than simply the puzzles you're trying to solve. As regards the room with the cube in the final room, its inaccessable purposefully, but I wanted that small three-room puzzle to actually be a solveable puzzle, if you were to start in the right room (which you don't.)

As for still being able to solve the main room the way you did, I'm not sure how you managed that, I'll have to have another look.
toncica 28 Apr, 2013 @ 10:20am 
I was just playing it again and didn't notice a change on the map apart from the grating you added on that single portal surface. It doesn't change the way I'm solving it because there are other portal surfaces in the room unprotected by grating. Also could use that one on the ceiling.

Right at the start I tried to fling into the exit room and that worked on the first try. Could bring the cube there and walk through the exit. A couple of question marks remain: what's with the other room at the exit with the cube in it, what's with the shaft leading up where you can see a laser field and a turret sensor, what's with the dropper opposite the laser field in the main room. Do these things have a purpose or are they there because of the "broken chamber"?
GW  [author] 28 Apr, 2013 @ 2:55am 
Added a new version, you can no longer complete the main room without disabling the one fizzler, and completing the puzzle as I intended ;)
Also a couple other little changes that could be irritating.

I'm a fan of maps that allow speedruns by not locking down the process to complete, but in this case, it seemed more likely that people would solve it the quick way than the way it was intended.
GW  [author] 27 Apr, 2013 @ 8:24pm 
*after watching more of the video*

Oooooh you did it without disabling THAT fizzler! Thats clever, and totally unintended... hmm, I'm not sure if I can stop that from happening. I might leave it in, speedrun tactics and all ;)
GW  [author] 27 Apr, 2013 @ 8:18pm 
Oh wow a whole video haha, thanks for that, its really helpful. To actually see someone do it.

If the fizzler you mean is the one at the bottom of the stairs, then no, there's no way to disable that fizzler. The way you get the second cube into the "main" room is not the way I originally intended it, but I am happy for there to be more than one way to solve the chamber. Your method of throwing the cube through the laserfield doesn't cut out any part of the puzzle, its just a different means to the same end. :D

Many thanks for playing it though!
toncica 27 Apr, 2013 @ 7:43pm 
When I arrived at the "main" room it started to get pretty hard. Since you say the theme is "unfinished test chamber" I always wondered if everything I see is puzzle relevant or maybe part of the broken chamber which can be ignored, especially in the exit section. One time I had to restart because I was pretty sure there is no way to retrieve the first cube and so I thought I'm trapped. You probably want that fizzler in the main room to get deactivated but I never had to do that, so that part was solved in an unintended way. My blind run: http://youtu.be/tCNbl4VmNEI

If you like to give feedback to one of maps after solving it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=126074936