Portal 2

Portal 2

Co-op: Symbiosis (Experienced Players Only)
18 Comments
Krthaugla 27 Jun @ 3:38pm 
The key to beating this map is to sing "A thousand miles" by Vanessa Carlton
dynous 9 Aug, 2018 @ 4:48am 
Finished in 25 second.
When you put the road diagonally , there is 1 turret that should (!) stop us from getting top . But if you run and jump at the right moment you can land on the exit platform . Good map but just spotted the error . I hope i helped :)
Hazellius  [author] 8 Apr, 2017 @ 9:38pm 
@Adayah I know it's a year overdue, but I've finally updated the solution video to this map! ^^'
Talisac 16 May, 2016 @ 3:23pm 
Great map, Sacrifice would have been a better title but heh... ^^' (solved with Polux)
Hazellius  [author] 23 Mar, 2016 @ 10:13pm 
@Adayah Regarding remark 1: I quickly updated the map. It shouldn't cause any further confusion there now.
Regarding remark 2: I'll update the solution video when I can. Will let you know when it is.
Thanks for letting me know, and thanks for playing :)
Adayah 22 Mar, 2016 @ 3:16pm 
Great map! Me and my partner had a hard time figuring that one out.

Remark 1: at the place with the 2 horizontal portal surfaces separated by a grill, the top one is barely reachable from the nearby platform (the one where the entrance to the laser room is) - is this intended?

Remark 2: The solution video is outdated.

Cheers!
BlumCoLe' 20 Mar, 2016 @ 2:33am 
We will test it definitely again. :)

Thank you. :p2cube:
Hazellius  [author] 20 Mar, 2016 @ 12:44am 
@DrFauli @? - BlumCoLe' (✿◠‿◠) So I updated the map, and I think I managed to fix the getting stuck at the laser area in such a way that it subtly emphasizes that death in this particular co-op map is played around with instead of being a pure punishment.
DrFauli 18 Mar, 2016 @ 4:33am 
It is always nice to find good maps, that make us think about the solution. :)

And we also know how important it is to give feedback and how much a mapper
needs to hear that feedback to improve for future mapping.

Too many people just downvote all kinds of maps without leaving a comment.
As long as I enjoy the basic concept of a map or when I see ways to improve it,
i am trying to let the mapper know about my feedback/suggestions.

In the end it might just be personal taste, but leaving a comment is always a good idea.
Hazellius  [author] 16 Mar, 2016 @ 9:21pm 
? - BlumCoLe' (✿◠‿◠) Oh dear... I'll fix the possibility of the player being able to get stuck there ASAP. Sorry about that little oversight. Thanks for letting me know :)

As for removing one fizzler, I think I'm gonna keep it the way it is now because it find it more aesthetically pleasing.
I'm also fairly sure it used to be in the first draft of this map that there was one fizzler and the player could just by-pass it, though I'm relying on my memory here, so I don't know for sure.

Thanks to both you and Fauli for playing the map and commenting on it. I appreciate it :)
BlumCoLe' 14 Mar, 2016 @ 5:55am 
Fauli forgot to say one little thing.

When the player(s) jump(s) down through the fizzler to the laser, there is no way back, because all portals were lost. ;)

PS: The laser catcher from the beginning is connected with two fizzlers. I think one is enough (if needed, just make it 256 units (2 voxel) wide).
Hazellius  [author] 13 Mar, 2016 @ 10:15pm 
(2/2) I've fooled around with the idea of making a emancipation grill floor instead of a goo pit, but the visual idea that I try to bring over to the mind of a player just isn't as satisfying to me if death weren't involved.
I tried to at least give a subtle hint in the title and description, and give a fair warning that this map is for experienced players only, which is a warning I only give to maps that are sorta going outside of what I'd consider proper puzzle design.

I appreciate you and your co-op partner giving this map a shot and leaving a comment to give your view on things though. I hope you'll find some of the next maps you play more towards your liking :)
Hazellius  [author] 13 Mar, 2016 @ 10:13pm 
@DrFauli I've been trying to find a fix for that particular exploit for quite a while now and I just haven't managed to yet. I've sort of given up on fixing it as well since it's clearly an exploit for a player since half of the map will be un-used. It's not elegant, I know, but it'll have to do for now until I figure out how to fix it while still being satisfied by the end result.

As for the intended solution, I agree on your notion that players dying in a co-op map as part of the intended solution is the wrong kind of puzzle design, and it's something I usually would steer far, FAR away from.
This is really a rare exception for me though, as the idea that spawned this map, the entire thought process and eventual design behind it, was bred entirely from the idea of "What can you do in the half second moment as one of the players falling from a bridge to their death?". Death was entirely integrated from the very start. (1/2)
DrFauli 13 Mar, 2016 @ 6:42pm 
Nice idea, but we broke it. (sorry ^^)
You can bypass the turret by activating it and then wait for it to deactivate;
as soon as it 'sleeps' again you just jump of the bridge to the exit and you are done


In order to do that, one player has to reach the exit in the normal way,
but the 2nd player can just use this (unintended) shortcut instead.

Was it intended, that one player has to die, in order to solve the map?
If so, then your map does not match the requirements for a 'real' Portal 2 Map.
death should be something that happens if you fail, not a part of the solution

Using the bridge, getting the laser and thinking about the placement for the portals
was a nice challenge though - so the basic mechanics of the puzzle were great.
unless you require death in it... ^^
Hazellius  [author] 19 Sep, 2015 @ 6:33pm 
@wildgoosespeeder I'm working on a bit of a redesign. Will let you know when that's published :)
wildgoosespeeder 19 Sep, 2015 @ 1:30pm 
The solution is that, huh? I think the chamber is fine in its current configuration. I think the chamber can benefit with a training room first instead of redesigning the chamber. Why a training room? I experimented with an idea like this before and people's reaction have been mixed towards sacrificing oneself to progress further in the map . It's going to be a hard one to train. My one map trains the concept but not through the use of portals in your map.

http://www.steamcommunity.com/sharedfiles/filedetails?id=111669202
Hazellius  [author] 19 Jun, 2014 @ 1:41am 
@Stuntmanmyke How did I miss that? O_O
I'll remove that little mistake when I can :)
Stuntmanmyke 19 Jun, 2014 @ 1:28am 
A good co op test chamber, but you forget an lost receptor in ceiling ;)