Portal 2

Portal 2

I'd like to come along, said the cube...
24 Comments
LPChip  [author] 28 Jul, 2021 @ 3:06am 
Yeah. Don't think I was the first though. :)
bullfrog 28 Jul, 2021 @ 1:58am 
I came across this portal placement mechanism for the first time about 6 months ago and thought it was a new idea - you obviously got there way before them :steamthumbsup:
LPChip  [author] 27 Jul, 2021 @ 3:33am 
Yep, that was the idea. :) nice!
jandlml 26 Jul, 2021 @ 7:56pm 
once i saw what the portals could do than i understood
LPChip  [author] 26 Jul, 2021 @ 2:03am 
Nice! I noticed this myself when testing, which is why I kept the first room somewhat small. Just large enough to make it not obvious, but not too large to make it frustrating. :)
jandlml 25 Jul, 2021 @ 10:31pm 
at first i wasnt sure what i was doing but all of a sudden it was oh now i got it. :steamhappy:
stormsend 7 Jun, 2014 @ 2:02pm 
Fine looking map. Like that style with your chamber layout. I enjoyed solving the first part. Getting to the turret room was fun. The only fun thing in that room was finally getting some payback. Thank you for mapping and I'll see ya round the workshop.
LPChip  [author] 26 May, 2014 @ 11:56pm 
Hi bcpiron, yeah, the first room is not that hard. There are more solutions there, but thats perfectly acceptable. :)
bcpiron 26 May, 2014 @ 6:37pm 
Ah, I see your point about slipping past too few turrets, something a better player than I could no doubt do. I didn't try to carry the cube with me in the turret room, just got through it with my trusty lightbridge and many quick-saves. You do realize there's an easy way to get from the first room to the second, cube and all, by shooting just four portals (one of one color, three of the other)?
LPChip  [author] 1 May, 2014 @ 4:10am 
Hi bcpiron, thanks for your kind words. I had more turrets in the beginning, and I removed a few. But when I removed more, people were able to just get past them in unintended ways. I kept in mind that if you place the lightbridge and stand behind it and wait for the turrets to deactivate, you have a few seconds of walk time before the turrets find you and start to shoot. The puzzle here is, that if you carry the cube with you and the lightbridge, you can't really make any progress, but if you leave the cube behind, it is so much easier. You take out the turrets by walking there, and then retreive the cube. That was the whole idea of the puzzle anyway.
bcpiron 29 Apr, 2014 @ 7:46pm 
The great pleasure of the map was in discovering I had completely overlooked the first light bridge & de-fizzler button, and the point of the cube-catching cage, en route to the second room (no breaking of the map, just an easier use of portals & funnel). I learned about these "omissions" by watching a playthrough. The last room could be made more tolerable by your deleting a few, or a lot of, turrets. A reluctant thumbs up since the map more-or-less works as intended.
LPChip  [author] 15 Mar, 2014 @ 10:38am 
Right. Too bad you didn't had fun and felt frustrated enough to rate the map down. I mean there would've been the option to simply not rate.
Singh 15 Mar, 2014 @ 9:27am 
Yes I know what had to be done - the problem is it is a matter of execution over logical connection which is why it is not fun and simply frustrating.
LPChip  [author] 15 Mar, 2014 @ 6:15am 
Hi Singh, sorry to hear that. Did you by any chance tried to bring the comanion cube with you as you were walking on the glass to get past the cubes? The puzzle there was actually that most people will try that because everyone learned you need to bring a companion cube with you constantly, and I wanted people to actually think about the puzzle to realise that once they take down the turrets, they can safely retreive the companion cube.

But yeah, more people have told me they really didn't like the turret challenge, so I can understand the vote down. There was no other way for me to do this other than completely remove that part and replace it with something else.
Singh 15 Mar, 2014 @ 2:04am 
The custom portal panels make this map quirky in a not so good not so bad way. With some bumbling anyone can stumble through it. I also appreciated the overall aesthetic and lighting choices.

That said, the turrets make this a thumbs down. It's pointlessly frustrating lacking any thought or logical skill. I simply stopped and have no desire to finish.
BlumCoLe' 18 Dec, 2013 @ 7:49am 
Hey dude,

i played this and the three other maps on sunday and record it.

Gameplay: http://youtu.be/bG5jt0cL1gE

Sorry, that I write nothing to it, I have to go to bed now and will write tomorrow a little summary about my impressions.
My favorite part was the first ...cool style and good puzzle.
The last turret part was very annoying. :/ Don't know if my way was the false one, but multiple dying was ***. ;)

But the concept of the contest is definitly implemented, good work! :p2cube:

Thanks for mapping
LPChip  [author] 13 Dec, 2013 @ 1:53pm 
I'm not going to remove that solution, simply because you already had all the tools, it was just doing one thing differently. And you had fun and it was a lot harder :P
Prototype 13 Dec, 2013 @ 1:27pm 
All three :) I try to solve every map I play with the least number of elements even if it increases the difficulty, I enjoy throwing cubes and at that point I couldn't see how else to solve it...however if you removed that solution I would be forced to find another (likely the intended one).
LPChip  [author] 13 Dec, 2013 @ 4:32am 
Thanks for the vids Prototype. The not needing the lightbridge due to cubethrowing which is significantly harder, is something I'm not gonna change. I wonder though, did you resort to cubethrowing because you wanted to see if you could break the map, for fun, or because you didn't see how else to beat it?

I agree that the signage is rather bad in the 2nd part, but it was the best way to show everything from where you were.

For the last part you do not need to bring the cube all the way with you, which can save you a lot of time. In fact, you can portal above the walk bridge and drop the cube through so you have the cube to any of the sections you want. I drop it near the end, so I can use the cube to run over the turrets that pose danger.
Prototype 11 Dec, 2013 @ 1:48pm 
Nice map, although I managed to solve the first part without the lightbridge (mainly because I couldn't see how to use it). The turret part was moderately frustrating for me, trying to record a demo without dying. Other than that good an fairly easy difficulty. My blindrun: https://www.dropbox.com/s/aq35rfjdxagfk2y/idliketocomealongsaidthecube.dem https://www.dropbox.com/s/0fc5w1b9rbzenp0/idliketocomealongsaidthecube2.dem
LPChip  [author] 9 Dec, 2013 @ 12:46am 
Thanks Stagger. I added save points a lot on that route :)
Stagger Lee 8 Dec, 2013 @ 7:48pm 
The first parts were all logic and fun. Just a bit of trail and error to see how things operated and then do what you have to do. The part with the turrets was a little tricky with moving forward a bit and replacing the light shield. F6 was my friend more than the cube in that part.
Thumbs up!
LPChip  [author] 8 Dec, 2013 @ 4:38pm 
Thanks DeathWish, and you were right. I had a problem at the end with the lightbridge. Fixed that now. :) But that never stops you anyway lol
DeathWish808 8 Dec, 2013 @ 3:31pm 
I really enjoyed this one! Good use of portal detectors, etc. Nice look for it as well. Well done and I'll see this one on the front page since it's not too hard. It has a nice balance of difficulty that most everyone will like.

Spoiler video: http://youtu.be/5aN1h542N1k