Portal 2

Portal 2

Gig's Bookshelf
47 Comments
PortalGeek2 9 Jan @ 9:22am 
once you figure out the concept it's easy because the concept needs to be applied several times. I like such puzzles where the chamber is small and you don't have to use crazy moves like cube tossing, etc.
Mattchew 24 Nov, 2024 @ 3:49pm 
Super nice ver of Ambit ^^
Miami Mike 10 Sep, 2024 @ 10:09am 
@zigzagtenniscoe, once you know what the solution is you can find that target ahead of time so that you can hit it perfectly later on. But yes, it should be marked.
zigzagtenniscoe 7 Jul, 2024 @ 3:11pm 
Blindrun
Not that easy. But not unbearable levels of complicated either. Good challenge, my only advice would be to mark the specific portal surface with which to funnel the cube onto the button that disables the fizzler for the exit sequence , assuming I solved it correctly. (And maybe this is a hint I didn’t. :P)

Perhaps my favorite detail of the chamber is how you made the button that turns off the short fizzler an antline despite being separated by goo, without having it go on the ceiling. At first I didn’t know what the point of the laser was, but the fact that it’s just there to visualize the connection without using signage is ingenious.

Difficulty: 5.75/10
Enjoyed: 7.75/10
KharleRoi 15 May, 2022 @ 1:19pm 
Three weeks. it took me three weeks, off an on, to figure this out. Actually it took me about two weeks to figure it out an another week to develop the necessary skills to complete the map. Just when you think you have it figured out, you don't. I thought I was pretty good at portal until i started playing your maps. Well designed.
waghihgaghhhhn 7 Dec, 2021 @ 7:47pm 
nice map.
hub 6 Nov, 2021 @ 11:19am 
:cupup:
bullfrog 5 Oct, 2020 @ 12:36am 
Still a brilliant puzzle.
Aneonen 20 Sep, 2020 @ 8:54am 
Nice Puzzle! The cube juggles were very fun.
lfairban 31 Aug, 2020 @ 7:36pm 
I don't know why this took me so long to figure out. The signs were all there, but I could not read.
RedSilencer  [author] 26 Apr, 2020 @ 2:04pm 
This puzzle has like 20-something required portal shots to complete... I'm not sure how else you'd make it any harder.
Dark Rozen 26 Apr, 2020 @ 1:36pm 
Well layed out clear puzzle, but was a bit short, You could have reused the buttons a bit more.
Barbos 24 Nov, 2019 @ 9:33am 
Subscribed! Nice and well thought out.
I'll appreciate if somebody tryout my new map:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1920226853
| \_/ () 23 Sep, 2019 @ 9:44am 
I played Ambit just before this one. It was basically the same. I like how there's a bit more flinging here, but the layout was better in Gig's version imo. Thumbs up!
Nobody No-One 11 Jun, 2019 @ 1:31pm 
Just noticed your use of the word "discovered" in the description. Interesting.
Libbybapa 11 Jun, 2019 @ 1:31pm 
Nice map. Weighted button is not the best choice. A trigger button or conductive plate would be better. Thumbs up.
Dr. Strangelove 15 Apr, 2019 @ 6:09am 
Enjoyed this map, but please bring back Perplexus Maximus! Toncica says you took it out as it did not meet your standards anymore, but in essence it was one your best puzzles, and if there are people to play and enjoy it.....who cares about the dust under the carpet?
nock 12 Mar, 2019 @ 1:58am 
I enjoyed the map and liked what you did with it. I guess it was kind of spoilt because I knew the solution after playing Gig's, but none the less, still a good enjoyable map

Blind Run: https://youtu.be/jb54FVOwD1c
Nobody No-One 24 Feb, 2019 @ 5:24pm 
Nice remake. I'm looking through the comments and it seems like originally this map was a lot more different from Gig's (with the blue gel and piston platform). At this point it's very similar with only a couple of minor changes. Still, I do like those changes. Thumbs up.
Zoraya 19 Feb, 2019 @ 2:21pm 
Very nice alternative version, I enjoyed to play it again. I liked the clean design too.
Note: I didn´t get the voting screen after the elevator and had to press ESC to exit. That sometimes happened when I used F6/F7, apparently it´s a bug from the portal editor (or maybe the BeeMod).
Thanks and thumbs up!
RedSilencer  [author] 18 Feb, 2019 @ 7:28pm 
@Joric Furrows
Joric 18 Feb, 2019 @ 7:19pm 
Hey, what's Furrows style??
Requiemsoul 18 Feb, 2019 @ 3:23pm 
hehe Thanks. I'm so happy that you are creating new chambers. Furrows style, exactly.
RedSilencer  [author] 18 Feb, 2019 @ 3:11pm 
Thanks for playing, Requiem, good to see you. Did you do it Furrows style? I can't imagine any other way to use the funnel.
Requiemsoul 18 Feb, 2019 @ 3:04pm 
This little puzzle is very clever. I think each step is intended. Very well done, as allways.
Edit: Ok I watched the video and my solution is not intended. I use more times the funnel but the concept is similar.
bullfrog 17 Feb, 2019 @ 11:33pm 
Great puzzle and excellent update; thumbs up already, now also added to favourites.
RedSilencer  [author] 17 Feb, 2019 @ 7:47pm 
Updated. No gel, no piston, no box hop.
Joric 17 Feb, 2019 @ 11:54am 
@bullfrog not so many changes to care really, but reusing the trick twice makes more sense.
bullfrog 16 Feb, 2019 @ 2:06am 
...I watched @Joric’s walkthrough to check what I’d done. The map has obviously changed since they made it, so the end moves no longer apply. They way I did it was the same as @Joric, up to 2:31 in their video, and then like this: intended end moves ?
bullfrog 15 Feb, 2019 @ 11:21pm 
The changes you’ve made from version 2, to this version 5, made the solution quite a bit tougher; well for me anyway. I was starting to wonder if some of the moves I made where unintended, but, having now read @Mikeastro’s spoiler comments, I suspect they are intended.
RedSilencer  [author] 15 Feb, 2019 @ 6:47pm 
I'll take another stab at adjusting the fling heights and consider moving the entrance, though stylistically I didn't think it made much sense for me. For the fling heights, it was necessary to eliminate the blue gel situation which is brought about by the fact that I have my funnel 1 block higher than his. The purpose of that change I think is pretty clear: I want the pit to be much more tidy. Also keeping the platforms level across the whole map I think should have been done from the start so that the exit area doesn't look so enclosed and hidden by the glass (of which I removed all) + pillars. Thanks for the feedback, I'll get back to it.
Mikeastro 15 Feb, 2019 @ 2:54pm 
Nice map - after playing Gig's version I had no real difficulties finding the solution, though I found this one considerably fiddlier in the execution - especially the final move before reaching the exit. I fully agree with @Leomievs that the entrance area in Gig's version being part of the solution was deliciously devious and this version lacked that nice touch. Also I don't really like jumping off cubes and such, but that's probably just me. Please don't get me wrong; in and of itself it's a great puzzle, but I like Gig's version a bit more. I agree with you that the laser thing kept things clear. Maybe if you combine the strenghts of both maps you will have a perfect puzzle :] But then again who am I to talk?
RedSilencer  [author] 15 Feb, 2019 @ 11:09am 
Gel is gone, rest in peace. Feb 14 - Feb 15
RedSilencer  [author] 15 Feb, 2019 @ 9:58am 
I agree with a lot of what you say but it's more a matter of priorities in our design preferences. I'm about to remove the blue gel in the next patch with a better maneuver without adding anything. I never really wanted to add it anyway, obviously to keep things simple. However, I think the laser+receiver combo is more ideal for keeping the connection lines straight and the piston is such low overhead and frequently seen in hard puzzles like this, its addition as a compromise helps to completely straight out the structure of that area. You enjoyed what I would call obfuscation by noise (many white surfaces) but in mine, I wanted to keep them as simple as possible and allow the thresholds for move execution to be not too huge but not too tight either.

Thanks for your feedback, been very helpful!
Leo 15 Feb, 2019 @ 9:51am 
For me a great part of the fun of the other one was realising the little raised entrance area was actually necessary. I found it to be very well hidden, whereas here it's obvious that you need to fling to the little recess (with the blue gel) at some point. The other one also has less elements - no laser, blue gel or piston platform. Even if I understand why you added them, I tend to think the fewer elements you need the better. Finally, the white surfaces in the other one are bigger, which better hides the critical spots where you have to shoot your portals - if that makes sense, not sure if I'm being clear. So these are the reasons. I do appreciate the little twists you made though, namely the reuse of a portal surface to reach the exit where the original had two surfaces that served this purpose only :)
RedSilencer  [author] 15 Feb, 2019 @ 9:19am 
Gig and I have been talking about the differences today, what do you prefer about the other one?
Leo 15 Feb, 2019 @ 7:48am 
I think I prefer the original version, but cool remake nonetheless. Thumbs up!
Joric 15 Feb, 2019 @ 6:51am 
Nailed it: https://youtu.be/3skQ3wa9i0E loved all those decorative things you added for no reason.
RedSilencer  [author] 15 Feb, 2019 @ 5:04am 
Fixed and adjusted some things, thanks bullfrog!
bullfrog 15 Feb, 2019 @ 1:59am 
@Joric, at 0:20 in your video you fling from that side of the pit under the funnel, I don’t fling from that side at any point. It’s probably not important, but I thought I’d let the author decide.
Joric 15 Feb, 2019 @ 12:59am 
@bullfrog this is absolutely the same, there's nothing to be proud about.
bullfrog 15 Feb, 2019 @ 12:45am 
@Joric, hi and agreed; I did Gig's version by a different method also, but I think it's alternative, as opposed to unintended - I'll wait and see what Gig and Red say...
bullfrog 15 Feb, 2019 @ 12:43am 
...just watched @Joric’s walkthrough; I did the first part by a different method: unintended or alternative solution ?
Joric 15 Feb, 2019 @ 12:36am 
@bullfrog there's no real difference between those maps, like at all, they're just slightly mutated but not to the point it would affect the solution.
bullfrog 15 Feb, 2019 @ 12:25am 
Excellent puzzle. Played @Gigopler's version just before this, so the solution came quickly. I'm waiting for Gig to confirm if my walkthrough is as intended, but I basically did it the same way here...
Joric 14 Feb, 2019 @ 11:38pm 
My playthrough, 2 minutes: https://youtu.be/8xuDAXCKrm8
jandlml 14 Feb, 2019 @ 4:34pm 
hey red i was so excited to see a map from you again. in true red silencer form a great map!!