Portal 2

Portal 2

Four Rooms (But with lasers and stuff)
21 Comments
Bad_Aim  [author] 9 Jun, 2020 @ 2:00pm 
@Petutski - Thank you so much for playing through my workshop, I really appreciate it!!
Yeah, this one was quite a project to get to this final state. Every room has been refined a number of times. I'm still not 100% happy with it, but it's the best it's been and it's at the entity build limit, so I'm leaving it be for now.
Petutski 9 Jun, 2020 @ 7:12am 
Nicely done! Sneaky way to get the last cube. Thanks for your work.
Sloth.ps 14 Jun, 2013 @ 2:49am 
I've taken a look at the 4th room and I think you could use an extra light , and perhaps some glass . If you're running out of entities it's perhaps a sign that you should drop one of the rooms and focus on the best three. It's always awkward juggling limitations (believe it or not I have made some maps which came close to the limit), but in my experience it's always better to try for less and make it perfect than to overreach.
Bad_Aim  [author] 14 Jun, 2013 @ 2:45am 
It must have been part of carving out the room intitially. As I mentioned, I cleaned up the other side, which is the "working side" of the room and where my focus was. I obviously just spaced out on the other side. I wonder how many other people did what you did vs those that never saw it ;)
Sloth.ps 14 Jun, 2013 @ 2:36am 
Play testers always make it better. I figured your solution would be to remove faith-plate access. I'm guessing it was there for your testing or something.
Bad_Aim  [author] 14 Jun, 2013 @ 2:34am 
I was aware of walking them over the single height. Not sure I've tried to toss over a double. I just removed the access to the faith plate. No way to walk there now.
I've made some changes to the 4th room. Alas, I'm at 1750 out of 1750 entities so any chances are a balancing act at this point. I think it's a lot clearer now. If you are willing to go back in, you can noclip straight up from the starting point and see the changes. I think I've touched all your suggestions including adding 2 seconds to the laser. Thanks again! Play testers make it better :)
Sloth.ps 14 Jun, 2013 @ 2:04am 
Here's to fresh eyes :D

FYI, you can carry cubes over single-height fizzlers and throw them over double-height fizzlers. So if you just doubled the height it'll be doable, but not easily.
Bad_Aim  [author] 14 Jun, 2013 @ 2:02am 
Hahahaha, that's hilarious! I had cleaned up that issue on one side but had left it on the other. DOH!!! That took two seconds to fix. Thanks for pointing that out as I clearly couldn't see the obvious. Added bonus, I caught another sneaky exploit that is more work than the "real" solution, but doable, so I'll have to fix that as well.
I'm seeing what I can do about the 4th room. Given how it's built, I'm not sure there is anything I can really do. I may need to look at it with fresh eyes in the morning.
Sloth.ps 14 Jun, 2013 @ 1:44am 
Sure thing. From what I remember, the puzzle seems to be getting hold of the bouncing cube. You can do this by simply walking to the faith plate on the far side, catching the cube, and then throwing it over the fizzler.

I had a think about what you could do with the grating issue and it may be something you can't fix. If that's the case, perhaps you can reposition the puzzle slightly so the player gets a different perspective on it, or at least so that the availability of the companion cube is more pertinent. I know it's a companion cube, but even so it's worth making the effort to show the player that they CAN get the cube, they just have to figure out HOW.
Bad_Aim  [author] 14 Jun, 2013 @ 1:38am 
Wow, great feedback, thanks!! I can see your point about the 4th room and will consider making the cube in question more available. Not sure what can be done with the meshwork, but I'll take a look when I'm in there.
I don't understand your comment about the 2nd room(with the light bridges). I'm not seeing how throwing a cube there will help. It seems you managed to do something I haven't conceived of. Can you be more specific using the spoiler tags?
Sloth.ps 14 Jun, 2013 @ 12:36am 
If you're in the mood for a quick challenge, one of my chambers is badly in need of some feedback.
Sloth.ps 14 Jun, 2013 @ 12:35am 
[continues]
Room three was good, although I'd have preferred longer on the laser timer - I know what I'm trying to do but going back every few seconds to hit a switch while I'm trying to get the portal placement -exactly- right is a bit of a downer.

Room four was nice, but it lacked a good deal of clarity. I think the meshwork could use some touching up to make the puzzle clearer. I adore the way you have to get the laser cube from the beginning . The laser cube in the forth room took me about half an hour to find, and I only found it after I'd logically eliminated the possibility of doing the laser puzzle with one redirect cube. I really think you need to just grant that cube as a gimmie and put the puzzle on finding the one from the beginning .

Overall, a well made chamber with a decent flow to it.
Sloth.ps 14 Jun, 2013 @ 12:34am 
I'm going to give feedback based as well as I can on what I remember.

The first room was good, a nice puzzle with a clever solution and enough of a general flow to have an idea of the next goal at each stage.

Room two, if that was the one with the light bridges, seemed to be broken to me. You know you can throw cubes over fizzlers , so that seemed to take the wind out of the sails of that puzzle.

Bad_Aim  [author] 8 Jun, 2013 @ 10:59am 
Thanks for the feedback! Interesting, it had never occurred to me that someone would shoot portals once in that room. I removed all the portalable surfaces other than the back wall. I can't put a grating there as it occupies the same space as the button. Now with only one surface available, you'd have to be intentionally trying to get stuck.
I'll take a look at your laser map. I have a couple of crazy laser maps myself called Laser Madness 1 and 2 if you are interested in that sort of thing.
nintendo.erk 8 Jun, 2013 @ 9:39am 
nice laser aiming, I made an entire map with the concept.
it's called Recycled Lasers
one thing, you can get stuck in the small room with the pedestal button. you should place grating in front of the panel and against the back wall in the room and make it only portalable behind the grating to prevent players from entering it. pedestal buttons can be pushed through grating.
other then that it's pretty clever :)
Bad_Aim  [author] 3 Jun, 2013 @ 10:30am 
Ben, thank you for taking the time to play it, I really appreciate that!! I'm a huge fan of your chambers and am looking forward to whatever you make next :)
BEN 77 3 Jun, 2013 @ 6:33am 
Great puzzle! Well done.Thanks!
Bad_Aim  [author] 16 May, 2013 @ 8:29pm 
No worries at all! I've republished the chamber addressing both of the issues we've discussed. First room should be less "wtf??" and the exploit at the end has been closed. Check out the first room again if you want to see the change. Thanks!!
Skyferret 16 May, 2013 @ 8:00pm 
I suppose it would make it too easy with that first room if it was more straight forward, but there's always the noobies that might not know these things and they might find it to be counterintuitive. Perhaps it could be made using the feed-back method. Whereas the collector we've discussed could be at the same level as the emitter. This way, the cube is on the button, and the laser comes out of a portal right beside it, but then you redirect the beam back through the portal, and then it comes out the other portal (same height as the emitter) and angle directed at the collector on about a 40 degree angle. Just a suggestion. Sorry for being long winded.
Bad_Aim  [author] 16 May, 2013 @ 7:21pm 
Thanks for the feedback! Yes, your solution to the first room was correct and intentional. Don't you think having it be more straight forward would make that room way too easy? This is the first feedback I've gotten on this issue and I have been concerned about it.
As to your second point. Very interesting, that had never occured to me. I'll have to try to fix that with surfaces as I'm at my geo limit.
Thanks again for playing it and the feedback!
Skyferret 16 May, 2013 @ 6:35pm 
That took a while. It has some interesting laser angles that would keep the player thinking. The only thing I didn't like that much was the first room. I could see that in order to get the laser on the collector to open the door to get to the next room, it took some fidgeting around to get the cube on the correct angle. I had to lean the cube on a cockeyed angle on the button and send it back through the portal. I found it a bit frustrating. If that's not the solution, let me know. Also, in that last room, I was able to get blue gel on the floor below the exit and bounce up while using only one laser cube to open the door. But I completed it the correct way anyways. Other than that, it was good.