Portal 2

Portal 2

H15 - Reassembling room 2
21 Comments
Toon83 13 Jul, 2024 @ 11:22am 
Not really my cup of tea. But impressive that one can come up with something like this. I had to use the video extensively.
󰀉tempeh󰀉 12 Apr, 2015 @ 1:07pm 
I think I have to agree with piotr_mil on this one. Spending two hours trying different combinations of portals just to get the right momentum for the third room was not fun. I knew exactly what the last step was, but the setup to get the right momentum for the step before it was just too obscure. In the end I did it different from the video. I walked the light bridge up to the fizzler and jumped down to the white floor, then had to fling from the low angled panel and interrupt my flight with a light bridge twice in a row to get the right momentum. Cool concept, but communication of goals could use some work.
big red foot 29 Oct, 2014 @ 12:00pm 
wow that was good took me awhile
Prototype  [author] 9 Jul, 2014 @ 5:11am 
@Brave I don't mind if you send a friend request.
Brave 8 Jul, 2014 @ 11:19am 
Hi Prototype, I like to send a friends request, but wanted to ask you first?!
I also deleted my last 2 comments because it looks like i'm map spamming you.
azertyuiop 6 Jul, 2014 @ 3:01am 
Very impressive.
This is the first time I see this kind of trick with the light bridge, thumbs up.
---
I need your skills of acrobat to solve this test:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=281571478
Thanks for playing :)
Prototype  [author] 29 Mar, 2014 @ 6:46pm 
@Myr (FR) thanks, glad you enjoyed it

@Brave won't let me play as I don't have the mod and I don't want to install it... sorry
Brave 28 Mar, 2014 @ 1:39pm 
I've been told by a few friends they can't play it, so I posted the beemod and addons in my description, I used them before I exported over to hammer.
If you can't play it cause you don't have the mod or not interested in installing the mod, i'll understand.
Traveler807 25 Mar, 2014 @ 5:12am 
Some very cool flinging, but rather counter intuative. I had to give up after about an hour on the second puzzle I was close but didnt click that I had to have my back to the destination platform when shooting the fling portal, some backward fling training would have come in handy:) I haven't looked at the 3rd puzzle yet, will save for another day. Visualy very nice work indeed and super chalenging
Prototype  [author] 19 Mar, 2014 @ 2:20am 
@Bisqwit I'm addicted to moving panels and plan on making more. You're right it needs a good idea though, and this probably wasn't the best choice however I've been wanting to make a fling based puzzle. (back to logic for the next map) You make a very good point which I never thought of (I assume you're referring to the last puzzle), when I can edit it I'll look at adding a ledge at the right height for the player to pause on and think. thanks :)

@Brave thanks for playing and the demo. The moving walls are all func_movelinear's.
Bisqwit 18 Mar, 2014 @ 4:58pm 
Nice reassembling. Test chambers reorganizing themselves into a completely different layout is something I want to do some day, but it needs a great idea. Your implementation was nice. I did not play this map, but I watched TCJ's video. Even after watching the video, I don't think I could solve it. For one, trying to think of a solution while your view keeps changing all the time is something I hate doing (i.e. making plans while bouncing between two portals). You need a safe vantage point from where to observe the architecture and plan your movements.
Prototype  [author] 18 Mar, 2014 @ 1:20am 
@Test Chamber Junkie thanks for the video, nice job finding the bypass - sorry you couldn't finish it

@piotr_mil I make maps for fun and hence I usually make maps that I would enjoy solving/playing. I don't see a problem with using "obscure" techniques as long as it isn't a glitch (which I avoid in my maps). The solution to the last puzzle is complicated however I can't think of any "genuinely challenging" fling puzzle that has an uncomplicated solution.

"How come I can jump higher if I jump from lower level?" - you gain 3 extra 'units' of momentum during the fling, then you enter the angled panel travelling perpendicular to the surface and the extra momentum is conserved through a portal to vertical.
piotr_mil 17 Mar, 2014 @ 8:15pm 
TCJ in his newest video makes a very good point about this map: it feels like the solution can be only done by the author, it is so complicated and convoluted. If the last maneuver, with changing the portals with the lightbridge was given to us to test before, then I guess the last part would be easier.

@DeathWish808: Until now I thought very well of you and your maps, which in most cases are incredibly well made. However, there is a difference, between making a map that is a genuinely challenging and one that is just too complicated. Also, not sure why the fact that I don't make maps would affect that. In my opinion using very rare and obscure techniques doesn't make you a better player or map designer - it makes you a player/map designer, who knows obscure techniques.

And, most importantly, I play for fun, not achievements or being better than others, like you do, calling other people noobs for no reason.
Test Chamber Junkie 17 Mar, 2014 @ 7:07pm 
Here Is me after rage quitting this map. Enjoy!
Prototype  [author] 16 Mar, 2014 @ 11:35pm 
@all, I'm aware of the missing texture in the elevator - I forgot to pack it, but cannot update for 2 weeks, I hope you don't mind the white :-)

@nintendo.erk, I'm not sure what your second screenshot is pointing out, I can't see anything wrong with it...

Thanks to everyone for playing.
DeathWish808 16 Mar, 2014 @ 5:03pm 
@piotr_mil - Apparently, you wouldn't know a good map when it smacks you in the face. Granted, just like movies and music, how good a map is is completely subjective.
The difference with Portal is how much experience you have playing it.
You have very little experience based on your play time. You really need to better understand Portal physics better before you play more advanced chambers. No offense is intended, but you should stick to front page maps which are generally very easy. At the same time, they are mostly poorly thought out and easily breakable.

This map is very well executed and very well thought out using Portal's momentum and physics.

***I see you have not made a single map yet. If you know so much about what makes a good map then I challenge you to make one better than this. Hell, I suck at making maps, so I challenge you to make one better than my last one.

n00bs... :-/

piotr_mil 16 Mar, 2014 @ 12:29pm 
When I played your frist Reassembling Room, I was absolutely astonished how well you desgned it. Why? Because it was intuitive. The difficulty was applied gradually, without the need of any impossible or extreme solutions. Everything fit perfectly. Sadly, in this map, every single reassembly feels completely out of order and it's filled with very unconventional methods. How on earth would anyone assume that hitting your head would be a good idea? How come I can jump higher if I jump from lower level? All the fun that was build in the first map is gone.
DeathWish808 16 Mar, 2014 @ 10:03am 
Really fun and creative flinging map. Fun puzzles and the room rearranging was even cooler than the H5 one.

Spoiler video: http://youtu.be/ccjQ29vKT8I
nintendo.erk 16 Mar, 2014 @ 7:28am 
Nice one, I love flinging :)
I did have some visual glitches, screenshot , screenshot
Nice puzzle as usual :P
ever777 16 Mar, 2014 @ 4:22am 
Another great room! Excellent!
•‹†ρđ› ĐūšР2ķ• 16 Mar, 2014 @ 4:17am 
Best!