Portal 2

Portal 2

White Room (reMiX by josepezdj)
58 Comments
Hovering Harry 13 Oct, 2024 @ 1:04pm 
You can actually get the start door to open back up again
tanger2b 23 Apr, 2023 @ 11:44pm 
5eyes 21 Dec, 2022 @ 12:36pm 
looks fantastic but I don't play this game to hunt for which white surface is actually portalable. I do adore the aesthetic though
[idS]SchwarzeWitwe 24 Mar, 2022 @ 9:08am 
Sick!:steamthumbsup:
kai angel 2008 20 Feb, 2022 @ 2:27pm 
nice test designes!
josepezdj  [author] 8 Jun, 2021 @ 1:08am 
@validate(value): Thanks for playing te map :) And thanks a lot for such a contructive criticism, I really appreciated it, we all love to read whatever criticism because that's the way to become better puzzlemakers.
In my defense, I'll only say that this is a version of the orginal mal, just adding a movement I thought it could be inteesting because it's somewhat crazy to think it out, the rest is just make up.
Thanks for passing by to leave the comment! Cheers!
glenmcd[AUS] 31 May, 2021 @ 10:41pm 
I noticed ratings are well down on this map compared to others. If wondering why (considering that difficult but possible puzzles are normally desired) here's my take. The start makes me sick, literally. It takes so long, just why include it? The "dilapidated" theme/look is interesting to walk through for a while but when you have such a busy map, it's way too distracting. It's almost impossible to tell which walls are portalable and which are not. There are buttons and other things hidden amongst a jungle. Challenges and puzzles should be enjoyable. Trying to work out logic looking at things that can hardly be discerned from the environment is just a pain. A solid thumbs down from me, but also hope something positive comes from my appraisal above. I know it can, because I can see you are keen and able to make difficult but possible puzzles.
hub 4 Feb, 2020 @ 2:30am 
Unintended solution (second part) https://youtu.be/DsShy3O70tE
hub 3 Feb, 2020 @ 12:27pm 
Easy ninja (first part) https://youtu.be/1tKSsFGFheE
Kuba 18 May, 2019 @ 5:09pm 
Brilliant map. It made my brain hurt.
Willem1321 21 Jul, 2018 @ 11:53pm 
it extremely lags, but its a good job :D
GrottoLova 15 Jul, 2018 @ 12:07pm 
That would have tekaen me weeks to solve, Bravo!
Warkin Iskander Volselli 24 Jun, 2018 @ 1:49pm 
This is extremely well made, i love it.
josepezdj  [author] 25 Jan, 2015 @ 2:21am 
Finally I had the time and inspiration to finish the song I made for the intro to this map. For those interested, it's available to download at my SoundCloud [soundcloud.com] page. I hope you enjoy it.
Talisac 8 Sep, 2014 @ 12:42am 
2/2 Compared to your walkthrough, I've never seen that white surface to make the big jump on 1st part (the one you're reaching by walking on the very end corner of floor and jumping). And I've tried a few times to throw that cube then decided to find another way..

The same map with more easy-access portal shots would have been a favorite, because, as I stated before, puzzle are great. I have friends playing portal 2 who think a jump in main campain is difficult because you have to portal somewhere while moving...
Talisac 8 Sep, 2014 @ 12:41am 
1/2 Well, I don't know. Of course it's thumbs up, because the design is awesome and the puzzle are complex. But I felt a bit bad with the skillshots/moves we had to do here.. My F6-F7 combo has never been used that much (or maybe in your other map "oxygen station"). I just can't portal a surface at the other side of the map while moving vertically at high speed, and as the design is quite heavy, FPS go down slightly and this is even more difficult. For the first part, I went up finnaly with funnel, and for the last part I threw the cube in goo from funnel place and stuck myself against the wall, preventing me to enter the portal I needed to open the last fizzler.
CDR F. Cadigan 13 Aug, 2014 @ 7:40pm 
WHAT A HARM TO MY COMPUTER LAGING GLICHING OMG jk still not bad what was the epic music doing at the end?
Nobody No-One 10 Aug, 2014 @ 11:12am 
Oh, that's clever.
P.S. I'm Test Subject #54067 on TWP.
P.P.S. Are you still working on The Enceladus Initiative? You haven't updated the moddb page in so long!
josepezdj  [author] 10 Aug, 2014 @ 11:04am 
@dante: yes, I use point_viewcontrols prented to func_tracktrains to create the camera movement; the custom text banners fading-in/out are just a custom animated textures (it has 60-100 frames inside) that I use on func_brushes parented to the camera as well ;)
Nobody No-One 10 Aug, 2014 @ 9:06am 
How do you do cinematic intros with custom text in Hammer? Is it a point_viewcontrol? If so, how do you get the custom text.
taplonaplo 26 Jun, 2014 @ 5:19am 
Exceptionally well made map both in visuals and puzzle, although the funnel bugged out on me a lot.
Octahedron 20 Mar, 2014 @ 5:22pm 
K, lo siento
josepezdj  [author] 19 Mar, 2014 @ 10:46pm 
@grossedout5: Good mood always! But dude, please try to reach me using other way :P A comment on my profile or writting to me on TWP or moddb... But not in any of my maps' threads, in order to not spam the maps' discussions ;) Thanks
Sir P. P. Camelot 26 Jan, 2014 @ 5:17am 
Thanks!
josepezdj  [author] 26 Jan, 2014 @ 5:14am 
@Mr. Narrator: I grabbed it from DevianART to make my overlay. It was made by a guy called Daveastation (look on the credits). Link below:

Drawing of Chell [daveastation.deviantart.com]
Sir P. P. Camelot 26 Jan, 2014 @ 4:28am 
Hey where can I find that awesome art from the last screenshot?
FrostGiant 22 Jan, 2014 @ 8:22am 
Brilliant map,enjoyed every part of playing this map,thumbs up.Can u try mine
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=218380323
Lalaland 12 Jan, 2014 @ 6:31am 
Omg, this map is fascinating and gorgeous. With addition, the solution is brilliant!.
Just a little unsastification due to the last part you need to fling the cube to fizzle . Overall, this will be one of my favourite at all times.
WhereIsBaoDur 5 Jan, 2014 @ 8:28am 
Last part of the map required way to much skill and timing instead of thinking, i disliked it.
The first part was good, the easter egg beautiful.
ken.roberts 15 Dec, 2013 @ 7:25am 
That "one move" with the "one tricky shot" that must be perfectly times and aimed. That is what confounded me for 3 days. I thought about it - but never tried it 25 times in a row to make sure I got it. Finally I watched the video - then tried the move over and over - finally got it on the 17 try (approx the 17th try). That beginning part with the extra roow off to the side made White Room - which was already great - FANTASTIC !!!!!!!!!!!!!!!!!!
kings 27 Oct, 2013 @ 12:01pm 
what is the name of the intro song? Great map as well!
kiloecho6 16 Oct, 2013 @ 2:48pm 
nice easter egg
presto668 12 Oct, 2013 @ 10:56am 
I watched the video and I have absolutely no idea what was going on there at the end.
Octahedron 20 Aug, 2013 @ 2:17pm 
Nice map! I played the file version and found some weird ways to complete this myself but you probably fixed them. What is the new on the E. I. (I can spell for my life)???????????/
Near 19 Aug, 2013 @ 6:32pm 
Not Sure If i did it the intended way though
Near 19 Aug, 2013 @ 6:32pm 
I Love It!!!
josepezdj  [author] 18 Aug, 2013 @ 1:51am 
@cyhborg: I forgot to reply about that... I don't think I did anything against the rules: for the broken glass I added a plant to give the impression that you can't shoot portals through; the little holes on the upper floor could be "too little" to allow a shot too. And about that white wall you mention, there is a big plant there, so I avoided portals there to make it more realistic not the opposite ;) (and I prevented a portal bumping there that led to an unintended solution) Also there are many func_noportal_volumes on those floors where there are groups of broken tiles... and that is how it should be done, otherwise it would look weird when you open portals and the broken tiles stay in mid-air. I've tried to break the tiles in one or other way to always justify this though, and I think every no-portalable surface has a logic reason.
cyhborg 17 Aug, 2013 @ 11:55pm 
@Gemarakup: iirc, the white surface to the left of the pedestal button that controls the cube dropper doesn't allow portals even though it seems large enough. I could be wrong though. And yes, I know there's a fizzler there but portal shots can't go through the broken glass to hit the white surfaces just before the fizzler. They seem to stop dead at the glass as if there's an invisible wall.
josepezdj  [author] 17 Aug, 2013 @ 12:30pm 
@cyhborg: thanks for playing, mate! Yeah, there are multiple ways to get up to the upper level and to bring the cube there... About the second part, hehehe... you monster! I unbound keys "a" and "d" to avoid such a maneuver, but I simply didn't think of key "w" :D I'll add it to the next update... Cheers!

Also, the solution videos have been added here.
josepezdj  [author] 17 Aug, 2013 @ 12:07pm 
@AD_79: Thanks for commenting, and I'm happy that you liked it. It's a bit twisted but once you have mess around with it for some time, the solutions come easily ;) Some hints have been already said here, but for the first part, check out the grate paralel to the fizzler and think that even if you move the cube from the button, that grate is a gap to shoot portals through ;)

About the scanline effect, there is a stock texture called dev/dev_scanline ; it's the only used by the tv monitors in Portal2 although you can't use by default as it hasn't got any .VMT file stocked. I'll write a pm to you to explain a bit more in detail ;)

And finally, as Gemarakup said, maybe you are not playing with the Shader Detail settings to High and you are only watching a pre-rendered version of the water material, it's highly recommendable to play my maps on HIGH settings ;)

Gemarakup 17 Aug, 2013 @ 10:37am 
Also, Cyhborg, there's a fizzler behind the broken glass.
Gemarakup 17 Aug, 2013 @ 10:37am 
Cyhborg, the slanted portal surfaces aren't meant to be used. (I thought it was obvious). Jose, I think you should link the video here.
AD_79, the blue water is probably dependant on what graphics settings you have, because it's a custom texture.
cyhborg 16 Aug, 2013 @ 6:49pm 
Minor crit: the broken glass doesn't allow portals to be shot through it, so it kinda goes against what is established in the regular portal "rules". Also, some white surfaces don't allow portals.
PS I couldn't get to the very end of the easter egg area. Solution please :)?
cyhborg 16 Aug, 2013 @ 6:40pm 
Phew! I had to sleep on this twice, once for each section. Fantastic work. I solved it slightly differently than the official solution, though. In the first part I used the funnel to get up to the high platform . In the second part , since I'm not very good at throwing cubes, it didn't occur to me to throw the cube at the fizzler to generate a new one. Instead, I placed the cube in front of the portal I was going into and, once on the other side (in the tractor beam), I looked up and pressed the forward button so that I'd get stuck in the broken bits in the ceiling. This would allow me to remain in the beam while the new cube travels to the button .
Manifest Breastiny 16 Aug, 2013 @ 4:52pm 
Also, the liquids appear somewhat blue. Is that how it's supposed to be?
Manifest Breastiny 16 Aug, 2013 @ 4:39pm 
This is a great little map, although I haven't solved it yet. It's clear you put a lot of time into this. I especially liked the 'intro' part. One question, though. How did you do that scanline effect at the beginning? I'm planning on using that in a future map, to show the view of an area through the 'eyes' of a security camera.
josepezdj  [author] 16 Aug, 2013 @ 11:28am 
@General_Lecter: thanks for the positive comments on the map! :D I hope that you keep on trying to solve it with the hints Toncica threw ;) I've changed the twp link to the topic, instead of the map's download page because you're right, it always returns an "Access Denied" mess.

@Prototype: haha... good finds! :D Thanks, dude. I'll fix those little gaps in the next update ;) Cheers!
Prototype 16 Aug, 2013 @ 12:54am 
I have found a little hole that allows for an easier solution to the first part. Here is my solution: https://www.dropbox.com/s/cu4lnw4devyg857/whiteroomremix.dem The graphic design is awesome and the puzzles are challenging too, great map.
toncica  [author] 15 Aug, 2013 @ 5:06am 
I was struggling with the first part myself, it was a tough one. Somehow I was expecting a completely different solution to that. Only when I started to think about which kind of familiar approach - not a carbon copy - could be done, the solution became apparent. So it helped me in a way.