Portal 2

Portal 2

Quantum State
41 Comments
CoffeeCoder 26 Apr, 2024 @ 7:59am 
took me a while to understand the ghost cube can go through laser. Beautiful map and fun
Jestyr 22 Feb, 2024 @ 4:10pm 
i adore the style and song of the chamber, but the puzzles were just not it. super position mechanic was interesting, but it felt poorly taught, because i had no idea what the hell was going on for the first 2 chambers. and was this playtested like at all? because of how extremely easy it is to cheese the last 2 chambers, I heavily doubt it. great concept, poor execution
vallibus 26 Jul, 2023 @ 1:39pm 
Interesting level. Apparently I didn't solve it the intended way, but as they say, any port in a storm. I wish the ending was a little clearer. I spent a while in that last room thinking I had missed something.
NSky 3 Mar, 2023 @ 12:38am 
nice colorful futuristic chamber
ooooggll 9 May, 2022 @ 5:32pm 
Also I didn't completely love the style of TWTM but you made it look very nice
ooooggll 9 May, 2022 @ 5:31pm 
Very fun map. I loved the mechanic and also the ending was amazing :)
Killjoy 15 Mar, 2022 @ 4:11pm 
Fun to play, once I figured out what was going on - AND after having watched Sheepdog's video. (Thanks, Sheepdog. I wouldn't have figured out what to do in the first room.) Aside from that, the amount of pink started to make me dizzy.
TrustyGun 15 Dec, 2021 @ 2:54am 
Okay that reference to superliminal at the end there threw me for a loop LMAO

Amazing map and puzzle design!
SunnyOst 1 Dec, 2021 @ 11:10am 
Having found the intended route, I see why the first solution seemed unintended to me - the same reason why I'm not a big fan of this whole mechanic - it's arbitrary. I was hitting the button twice, thinking I was swapping states like I always do in these maps - moving state for a non-moving state, fizzled state for a non-fizzled state. When in actuality they are suddenly sharing the same state of dying. If you put the normal cube in a funnel: the ghost might start moving the same direction, it might lose gravity or it might stay stationary; all of these are just as plausible because there aren't any set rules. So you have to solve the puzzles without knowing that the author decided you have to meow before touching the cube, until you stumble upon it... It might seem that adding a little showcase/tutorial in the hallway is giving the solution away, but figuring out what you've coded isn't the main puzzle, right? Food for thought, if there are more of these coming :)
SunnyOst 1 Dec, 2021 @ 10:12am 
I loved the use of fake water for reflective floor! Not sure how you managed to remove the water effects and sounds, but it's really cool! If I haven't played EPR Paradox and haven't had to look up the walkthrough for it, I'd probably have to look up the walkthrough for this one - both maps really throw you in the deep end with some aspects of the mechanic :D
When solving the first out of the triplets, I felt that fizzling might not be intended, so when I entered the same room with that solution removed, I thought I was getting punished and challenged, in a funny way... But then I solved the other two rooms in the exact same manner pretty easily( the fizzler is close enough to the edge. The cube might have moved away once, but it worked just fine after that ) and it seems that's just not intended... :/ a hmm from me
Rooke 13 Nov, 2021 @ 9:55am 
Amazing! :steamthumbsup:
jandlml 8 Aug, 2021 @ 9:54pm 
needed help with the first two sections but finally got the hang of it for the last two. different way of thinking.
BlackCobra121 25 Jul, 2021 @ 2:02am 
Really incredible genius mechanic.Never saw a Cube can switch each other keep themselves moment and have different feature.I think it can make more like Cubes can switch between low and high gravity.Same Cube can also have 2 or more features and so on. At same time i pretty love the Art design.Cyber Neon style is always bright. A Problem is the Tutorial. I spend about 10 min to figure out that mechanic.
joe98 17 Jul, 2021 @ 6:11pm 
All the colours are waaay too bright! In the first room I tried to fling but the portal is too far from the edge so I could not jump into the portal. That new mechanic looks interesting.
SpielSatzFail 11 Jul, 2021 @ 9:16am 
Top notch visuals and a challenging new mechanic. Big thumps up :-)
It's incredible how hard it is to begin swap-thinking ^^
I played the predecessor (EPR Paradox) and had trouble seeing the solution involving the momentum swap. I wanted to use my knowledge here, so I tried to move the cube already in chamber 1 of 3 (after the tutorial room). It even worked In a glitchy way, I can't say how it happened. I was at the elevator and threw the cube over the edge to give it some mid air sideways momentum. After I succeeded there was only one cube left. I couldn't find the other one anywhere!
--> that's why I never came up with the intended solution. How am I supposed to know that one cube gets destroyed with the other one ? Was that explained somewhere? o.O
I'd prefer to enjoy those great aesthetics with regular Portal mechanics first ^^
Anyhow, good job and it deserves to be on podium :-) Funnily it is also my personal third place after Gravitational Defiance and Buoyancy.
Mikeastro  [author] 26 Jun, 2021 @ 3:53am 
Thanks a lot for all the kind comments everyone! It is very nice to see that you all continue to enjoy this map :]
@zeo1337 Thanks for playing! The solution to the first puzzle is surprisingly simple: just leave the ghost cube inside the fizzler and swap the cubes to destroy them but it is definitely quite sneaky and not that easy to see.
zeo1337 25 Jun, 2021 @ 9:29pm 
Yeah just like Leo I already had the solutions to 2 and 3 in my head when solving 1. No clue how 1 was meant to be solved.
zeo1337 25 Jun, 2021 @ 8:59pm 
Oddly the second puzzle was a piece of cake, using the method I thought I was supposed to use in the first puzzle. Did I miss something obvious?
zeo1337 25 Jun, 2021 @ 8:53pm 
Okay I managed to use the pressure on the cube crushed under the platform and a force to push the other cube off of the laser. I'm pretty sure that's not intended.
zeo1337 25 Jun, 2021 @ 8:50pm 
I've even tried crushing one cube under the platform. For some reason the cube didn't crush.
zeo1337 25 Jun, 2021 @ 8:22pm 
Honestly I have no idea how to finish 1/3. I mean I think I know what I'm supposed to do, but like.....how?
EndOfPortal 17 Jun, 2021 @ 10:03am 
Not hard, but a lot of fun. :SpRad_ThumbsUp:
Lord Rivers 3 Jun, 2021 @ 9:00pm 
nice map!, very nice visuals!!!, the puzzles for me, not very fun, anyway, very cool map!!
Mister Smirnov 25 May, 2021 @ 2:48am 
Such a pleasent sight to see after so many... questionable entries to this competition. Well done! The ending, the usual greatness.
󠀡 17 May, 2021 @ 7:32am 
I admire the amount of combined work put into this entry.

Mapping-wise:
You don't immediatley notice all the effort because it is executed so well and blends into the whole scenery (many custom materials, their surface-reflections, custom puzzle mechanic, the skybox mood/color)
You can tell every bit of the map has been carefully thought through, and I do not want to imagine the amount of logic under the hood that is needed for such a map concept.

Puzzle-wise:
Using the same chamber layout for multiple puzzles is genius. I enjoy them in general and you managed to do it 3 times in a row!
I had to look up the solution for puzzle #1, but managed to solve the rest on my own. In retrospect they do not seem too difficult, I think I am just not used to the new mechanic already.

I couldn't think of a more fitting music, too. Mike is a skilled composer for sure.
󠀡 17 May, 2021 @ 7:32am 
Three constructive feedback points from me:

1. The momentum switching might be better introduced in a transition hallway using an oscillating cube behind showroom glass. The player can watch the cube going up and down and sees the other cube in resting position. Pressing a button then demonstrates the instant changing behaviour in some way. Imo the intro chamber was a little too complex for beginners like me (I couldn't get the cube off the void place and the spawner was too far away from the main action)

2. Maybe tone down the brightness of the pink/cyan tiles a little bit. They weren't brutal to the eyes and nicely placed to accentuate the chamber geometry, but still felt a tad too bright

3. For the love of god, please add a little brush in front of the angled panels so the player can walk into the portal without the need of jumping... That was so annoying ;)

Incredible work altogether, the custom puzzle mechanic has potential!

:LIS_star:
Unowninator 16 May, 2021 @ 6:09pm 
I can't figure out how to reach the cube from the abyss.
Mikeastro  [author] 7 May, 2021 @ 11:38am 
Thanks a lot for playing everyone! It makes me really happy to see that all you respected and experienced players are enjoying this map so far :cozycrashfish:
Unfortunately, due to the contest rules, we cannot update the map before judging is over. Try to not reload saves when solving the final puzzle I guess :P
@sheepdog Thanks for the video! There is a slightly nicer solution to the second puzzle, but it's the same idea more or less. The rest was all perfectly intended :]
Melody 7 May, 2021 @ 11:20am 
I like the fact that you took one of the most convoluted and plain bad new concepts in the entirety of the community and somehow made it more awkward, and boring, and even less rewarding when you finally get the solution.
totes amaze balls 7 May, 2021 @ 11:01am 
An excellent sequal to EPR paradox, while it proved a bit tricky for me, I loved the repeat puzzle approach. The nighttime scene as the background was very pretty. Enjoyed :)
zoljah 5 May, 2021 @ 1:03pm 
Same bug for me, after quickload in the 4th chamber the button and portable surface are missing
ĐⱤ₳Ⱡ₳₥i₳₦ 4 May, 2021 @ 7:34pm 
blind playthrough https://youtu.be/RZ8HAnA0d5A Ditto as everyone else. I did come across a bug where I loaded a save and the 'swap' button broke. I do not know if the problem exists on my side or your side.
Leo 4 May, 2021 @ 4:47pm 
A great map, with stunning visuals and a few nice puzzles. For some reason the 1st room took me a very long time, then I solved the other 2 quite fast because I had envisioned their solution while being stuck on room 1 :P good use of the mechanic and really fantastic Hammer work, very refreshing!
crhoaviet6 4 May, 2021 @ 8:20am 
One quick suggestion: the joke at the start of the final chamber is too good to risk being overlooked.
Nobody No-One 3 May, 2021 @ 3:19pm 
Nice little puzzle. Thumbs up.
crhoaviet6 3 May, 2021 @ 4:37am 
Top-tier visuals, puzzles, and music. The subtle variations are very clever. I chuckled at the start of the final chamber. I'd actually recommend that this one be played before EPR Paradox, because the mechanics are better introduced here.

My one complaint: in the first main chamber, the fling to the cube room doesn't always work.
samfizz 2 May, 2021 @ 10:12pm 
Stunning! I didn't play the original map so this felt like playing a new Portal game. Very cool mechanic and progression, visual style was super cool, and nice music. And those cube assemblers! The puzzles took me a while but they were super satisfying and well-designed. Big fan of the little bit of fourth-wall breaking toward the end with the room fakeout and dev textures . Beginning was hilarious, too. Huge thumbs up. :steamthumbsup: :p2cube:

Just a note, the description says the beta branch is required but I'm not opted in and played just fine. It also says "squeal" instead of sequel. :)
Narkodes 2 May, 2021 @ 5:19pm 
Much better than the previous one IMO.
I still can't say anything positive about the aesthetics. Oh well, I really liked the transition between chamber 1 and 2 at least. I also like that the first chamber introduces the momentum-behaviour... a lot better than the previous map.
Thumbs up and good luck.
kwinten 2 May, 2021 @ 2:53pm 
that was enjoying to play as the previous one, good job !
klaus.sfc01 2 May, 2021 @ 8:23am 
thank you for melting my brain :) really good map
Omega 2 May, 2021 @ 6:58am