Portal 2

Portal 2

The Inquisition: Part Two
55 Comments
Ali 27 Mar, 2023 @ 9:23am 
fun map
sum2jar 14 Dec, 2022 @ 9:07am 
Sweet. :steamthumbsup:
CoffeeCoder 8 Apr, 2022 @ 7:50am 
interresting little easter egg :)
BehindPortal 24 Feb, 2018 @ 3:26am 
BehindPortal 24 Feb, 2018 @ 3:25am 
nice puzzle. cool portal management. :p2cube:
nock 23 Jan, 2018 @ 1:25am 
Part 2 was fantastic. I had a little investigative mission going on half way through to find the missing radio . I'm not done with that part yet either. I'm going to find my SSTV program . . . . .

https://www.youtube.com/watch?v=AYqqfajntGU
bullfrog 8 Jul, 2017 @ 2:34pm 
Good fun
Koitenshin 19 Mar, 2017 @ 8:51am 
I'm upvoting this chamber without completing it. I know what is required of me but I won't complete it. I hate that they removed the option to disable Portal Funneling in Portal 2.
Petutski 26 Jan, 2017 @ 7:17pm 
Nice logical fun map. Thanks!
Guardianofsunshinee 21 Jun, 2016 @ 7:40pm 
had a spainish version. Didnt expect that.
jam.lab1 20 Jul, 2015 @ 1:10pm 
Great challenging fun game.
otahitie 2 Jun, 2015 @ 7:00pm 
Clever map !
I've enjoyed, thank you for your very nice job.
stormsend 29 Nov, 2014 @ 10:57am 
Very nice work. I like it.
WhereIsBaoDur 30 Oct, 2014 @ 11:35am 
A strange transimission easter egg! Crazy good!
Nobody No-One 10 Aug, 2014 @ 10:54am 
Again, great job. You did a good job making the facility get cleaner and cleaner. My only complaint was that the cube on faith plate didn't always work right for me. But still, great job.
Denominator 4 Jun, 2014 @ 6:23pm 
Very fun puzzles! Awesome aesthetic design too =)
robin_z 4 Jun, 2014 @ 12:24am 
This was a really fun map! A bit harder than easy, but not quite a medium.
The Sojourner 17 Mar, 2014 @ 4:24am 
So far so good. This is yet another well-functioning work of art.
srs bsnss  [author] 10 Mar, 2014 @ 3:04am 
Yeah, that happens some times. I figured I'd leave it, it adds a more dynamic feel to the map. I think.
quat 9 Mar, 2014 @ 12:04pm 
I think this is the first time I've seen a radio and signal in a map. Nicely done. Map is flawless.

I did manage to catch a falling ceiling tile in room one. If you're quick with the funnel, it won't be too hard.
mistmurk 17 Feb, 2014 @ 5:57am 
Love the theme and the puzzles, great job!
5 Feb, 2014 @ 9:13am 
Hmm, but it looks like the 2nd thumbnail in part 3 matches the image for "Positive Discouragm-".
srs bsnss  [author] 5 Feb, 2014 @ 5:28am 
Close, but not quite! It's something most people haven't seen yet
2 Feb, 2014 @ 10:33pm 
Do note my previous comment was about the picture, not trying to decode the beeping.
2 Feb, 2014 @ 10:27pm 
That faintly looks like part 4 or 5 in the picture. I've decoded it with my eyes, instead of having to use a SSTV decoder. Positive DiscouragemENT is the whole word. That image is faintly one of the chambers in parts 4 or 5
cr8383942 1 Feb, 2014 @ 3:34pm 
Nicely done. Definitely got stumped by the last one for a while. Thanks for making!
wildgoosespeeder 31 Jan, 2014 @ 12:47pm 
Uses a few advanced techiques but otherwise OK for average Portal 2 players.
srs bsnss  [author] 28 Jan, 2014 @ 1:03am 
Nope, nothing happens *after* the beeping, however the beeping can be decoded with an SSTV decoder. A couple of people a few comments back have actually decoded it, I didn't really expect anyone to do that
Mitch McWiggins 27 Jan, 2014 @ 8:16pm 
Radio, awesome. Was anything supposed to happen after the beeping? Fun, thanks!
tocguy 26 Jan, 2014 @ 9:38pm 
Waaaaaaay better than Pt 1. WoW!!
PlutoniumBoss 25 Jan, 2014 @ 8:18pm 
Nice concept. The solution is a bit finicky, but not so frustrating that I stopped having fun.
Konke 25 Jan, 2014 @ 12:16pm 
Like the first map - very well crafted visuals. Simplicity once again. Very good. Thank you!
Polygonetwo 25 Jan, 2014 @ 12:16pm 
At the very beginning where the panel on the wall is failing to close, you can jump through and get stuck behind the wall. :s

...actually there's a lot of places like that in the map. :s
srs bsnss  [author] 25 Jan, 2014 @ 2:49am 
As the popularity of these maps starts to wind down, I'd like to take this opportunity to thank everyone who played this map, and any others in the pack. I certainly achieved everything I wanted to achieve with these maps, and that's because of the players. So thank you! :D
Axe Raider 24 Jan, 2014 @ 9:27pm 
Excellent chambers and great puzzles. The second room is sort of trial-and-error with getting the cube to align properly with your portal orientation. You need to either: position your portals absolutely spot-on so the cube falls straight back down at least twice after being knocked by the faith plate, or else you need to be REALLY quick with your fingers to step back onto the button and hit a quick portal through the lasers to shoot out the cube and catch it just in the knick of time. It's a VERY small window of time and is probably what's causing player frustrations in the part.
scawsome 24 Jan, 2014 @ 12:12pm 
What is the intended way to get the cube to the exit door in room 2? i think i did it "wrong"
I got the cube up, but the way felt wrong.
srs bsnss  [author] 24 Jan, 2014 @ 6:54am 
Version 3 is now up!
***
This update should fix the cube droppers.
John of Gaunt 24 Jan, 2014 @ 3:53am 
I've got the same problem as paulmclem. The cube in the second part doesn't fall to the ground.
paulmclem 23 Jan, 2014 @ 1:56pm 
On the version of Part 2 I was playing the cube is stuck in the dispenser i.e. there is no way out of the first room. Looking at a walkthrough the cube is meant to be on the ground. Seems I got a corrupt/buggy version.
srs bsnss  [author] 23 Jan, 2014 @ 12:25am 
VERSION 2 OF THIS MAP IS NOW UP
***
This update includes changes to the second chamber, such as signage for cube placement, and floor area for the cube to fall onto.
JPeG 22 Jan, 2014 @ 11:45am 
Easter eggs!
mebe 22 Jan, 2014 @ 1:24am 
Really enjoying this map pack, good work. Off to part three!
josepezdj 20 Jan, 2014 @ 12:08pm 
Clever clever clever! Another awesome set of very good puzzles!! Really enjoyed the whole mappack!

Playthrough
Stuntmanmyke 20 Jan, 2014 @ 10:40am 
Fun test !
Captain McPants 20 Jan, 2014 @ 7:11am 
I'm not sure if all those conductive surfaces are a good thing - they tend to distract the player from the solution, in much the same way adding an extra button that, say, flips a panel not related to the solution would distract the player.
Making the panel directly below the cube dropper non-conductive was a good way to show the player that directly dropping the cube isn't the intended solution. I had a problem, however, with the unpredictable stopping point of the cube after it gets ejected by the dropper. If it lands on a non-conductive surface, you have to jump down to the lower level to place the cube on a conductive surface.
I can't think of an elegant solution for that, but I imagine it will need to strike a balance between few distractions and greatest cube predictability.
srs bsnss  [author] 19 Jan, 2014 @ 8:59pm 
@piotr_mil Ok, fair enough. I'll see what I can do.
piotr_mil 19 Jan, 2014 @ 8:49pm 
That is precisely what I do. I might have been out of luck, since it took me a while for cube to fall precisely through the same spot it got launched from. And a couple of times it landed on non-portalable surface, so one would have to redo the whole process, or load a save.
srs bsnss  [author] 19 Jan, 2014 @ 8:40pm 
@Ace Ryder @| \_/ () Yep, you've both got it. There's a picture of a map in the background. It's something for down the track...

@piotr_mil I'm sorry to hear that you didn't enjoy this one as much. However, I think your difficulties may be a result of an unintended solution. The intended solution is to place the cube on the portalable floor near the dropper, place a portal under it (with the other portal above the catapult), causing it to fall onto the catapult and be launched up in the air. Then stand on the button, and place the portal that was above the catapult on the wall behind the laser field. Then the cube falls through the floor portal, and flies into the caged area. If that's what you did, and still had trouble, I'll look at revising the design.

piotr_mil 19 Jan, 2014 @ 8:01pm 
A bit worse than the previous one. Requires lots of tries for cube to land precisely in the spot, and sometimes it lands out o freach for portalable places. It would be more convenient if there was an actual portal place under the dropper, and a cube dispensing button in the caged chamber. The difficulty would be the same, and the annoyance level - lower.