Portal 2

Portal 2

Bring Your Daughter To Work Day
45 Comments
Toon83 20 Aug, 2024 @ 3:50pm 
Interesting concept, will try the other parts.
The_Rainbow_Core 24 Nov, 2020 @ 7:41pm 
I thought this was glados's activaton and she realsed her deadley Nerutoxion
jandlml 28 Apr, 2017 @ 7:50pm 
cool map, looks like i voted down . dont know when i did that must have been when i first started sorry about that. the only thing that was wonky was the movement. kind of like floating around.
quatrus 23 Oct, 2016 @ 4:31pm 
nice mapping. Some issues though - climbing the vents seemed more difficult than necessary - fell off a few times before hitting it just right. I seemed to lose the funnel a couple times - not sure why. Also I didn't get the timing right on retrieving the cube and it went over to the funnel room - hard to see whn it was coming. On to the next parts.
nock 20 Oct, 2016 @ 3:52pm 
Finally got round to putting this up. THanks for making / suggesting. Here's Part 1 & 2

https://www.youtube.com/watch?v=sAbUIXtCNjY
Disko24x7 19 Oct, 2016 @ 3:17am 
This was not a brilliant introduction to your "series", mainly due to the map's design itself;

First off: Don't rely on "VPhysics" collision boxes for "prop_static"s. Use a Playerclip brush to make sure the player doesn't get stuck.
The first time I played this map, I got stuck on a chair, and had to restart the map.

Second: make it clear where the player should go. I solved the test chamber and after the door malfunctioned I wasn't aware I had to go back to the "Behind the Scenes" area. I thought I was supposed to portal through the door and that I'd missed my oppertunity. A full map restart for nothing.

And third: DON'T USE "VPhysics" COLLISION BOXES ON PNEUMATIC DIVERSITY VENTS (PIPES)!! The collision for the vacuum pipes are finicky and its easy for the player to fall off of them to their doom below. Again, use Playerclip brushes (walls) to make it easier for the player to ascend.


I rest my case.
Mitsunee | 光音 18 Oct, 2016 @ 9:20pm 
there's a part with 4 buttons, one of them is broken for me, as it keeps spawning the orange portal incorrectly, breaking the map
Spaceminnow 17 Oct, 2016 @ 7:03pm 
To scary for me :( I do like the cool looking design....
cochetmichel49 27 Aug, 2016 @ 9:22am 
Ouf ! It was very difficult for me ! But what a pleasure for the eyes and the brain ... thanks
Malfaction 25 Jul, 2015 @ 1:09pm 
Took me longer than it should have. Thumbs up!
stormsend 23 Jul, 2015 @ 2:50pm 
Great work. I'll be moving on to the next one. Thumbs up.
Petutski 30 Jun, 2015 @ 8:30pm 
Excellent map! Finally figured out how to navigate the pipes! Clever cube retrieval! Thanks!
zazaza 30 Jun, 2015 @ 12:29pm 
I think the panel that folds out when you jump down onto the pipe is way too cryptic.. I spent so much time trying to figure out how to get across, and jumping down to the pipe was just a last resort, I was sure it wouldn't work... And once I've figured it out, actually bringing the cube to the end requires a bit of a trial and error which I don't like, but regardless it was a very interesting and well made map!
Nightrise 22 Jun, 2015 @ 7:01pm 
well I can't seem to get [pass the area with the shattered glass. I may be doing it wrong but the cube never hits the glass. But I like the ambience though (Y)
waffle 16 Mar, 2015 @ 4:36pm 
That was pretty impressive! Loved the vitrified door button XD I stayed there for like two minutes.. Lol!
Higgue 8 Jan, 2015 @ 12:42am 
This was quite fun and well thought out. Had me going back & forth for a while. I really enjoyed it. Can't wait to see the rest.
€in€r vØn vi€l€n  [author] 13 Jun, 2014 @ 9:00am 
@AlexNitro44: Thank you very much!
€in€r vØn vi€l€n  [author] 13 Jun, 2014 @ 9:00am 
@TS_Mind_Swept Thank you a lot :)
€in€r vØn vi€l€n  [author] 13 Jun, 2014 @ 8:59am 
@GamerXD54: I've created an "env_fade"-entity and set the Hold Fade Value to 7 and the Fade Color to an dark grey. Than I added 4 "game_text"-entities and each of them has a different text and different Y coordinates on screen (from 0.2 to 0.8). I changed following settings on each of them:
Text Effect: Credits
Color1: 255 255 255
Color2: 0 228 240
Fade in Time: 1
Fade Out Time: 1
Hold Time: 5 and
Scan time: 0.025.

With a "logic_auto"-entity I've triggered the env_fade and all texts at the same time with the "Fade" and "Display" Output.

I hope that helped.

P.S.: When you don't want that the player moves, when the screen is blocked with the fade, just create a "player_speedmod"-entity in your world and trigger it with the logic_auto with this output:
My output named: OnMapSpawned
Target entities named: <Name of player_speedmod here>
Via this input: ModifySpeed
With a parameter override of: 0
After a delay in seconds of: 0.

Have a nice day :)
TS_Mind_Swept 8 Jun, 2014 @ 10:20pm 
Woo, crazy multistep puzzle. I kept thinking i was done, but then i wasn't, but i don't think it ran too long. Don't forget to F6. :D 9.5/10
GamerXD54 Labs 5 Jun, 2014 @ 8:01pm 
Very Impresive, So how did you create that text part in the beginning ?
Nitrax the Fox 4 Jun, 2014 @ 8:59am 
Awesome map! I like how it makes you think you are breaking the game with the broken fizzler , as well as how you are seemingly a robotic employee on a lunar testing facility . This map has great potential as the gameplay is solid but I feel it needs some extra detail in areas (in particular the offices and outside the facility). Overall a very enjoyable map!
€in€r vØn vi€l€n  [author] 3 Jun, 2014 @ 12:23pm 
@big red foot: Thank you :)
€in€r vØn vi€l€n  [author] 3 Jun, 2014 @ 12:23pm 
@Parano.Oya: Oh, okay ^^ Why you didn't walk through the broken glass window frame after the glass breaks? But anyways thanks for this review, now other players should now, that they HAVE to go thru the window frame ^^
big red foot 3 Jun, 2014 @ 11:37am 
Great chamber
NerdByDaylight 3 Jun, 2014 @ 4:52am 
Oh, I forgot: I am "trapped" in there after pulled down the switch so I couldn't move anyway o.O
NerdByDaylight 3 Jun, 2014 @ 4:51am 
€in€r vØn vi€l€n  [author] 3 Jun, 2014 @ 2:16am 
@FutureBoyEXE: Thank you :)
FutureBoyEXE 3 Jun, 2014 @ 1:49am 
Very impressive
Josuke 2 Jun, 2014 @ 9:38am 
Oh...I should start to read descriptions :D
€in€r vØn vi€l€n  [author] 2 Jun, 2014 @ 8:27am 
@Try Hard Pants: Because you are on the moon!
Josuke 2 Jun, 2014 @ 5:55am 
Why there you moves and jumps are like in slow move?
Sir Fowler 1 Jun, 2014 @ 2:12pm 
@catches5. i was just wanting to know
Thomas 31 May, 2014 @ 3:38pm 
OHHH ok. I was using an invisible texture
€in€r vØn vi€l€n  [author] 31 May, 2014 @ 1:06pm 
@(RAWRaRFS) Catches07: You need to have the trigger texture. In all Authoring Tools you can have any texture, but in Portal 2 not.
Thomas 31 May, 2014 @ 12:15pm 
weird, it is not working for me.
Thomas 30 May, 2014 @ 6:52pm 
Thx
wildgoosespeeder 30 May, 2014 @ 1:56pm 
ThinkingWithPortals.com has helpful members that can help you with all your Hammer-related questions to make your maps turn out even better.
€in€r vØn vi€l€n  [author] 30 May, 2014 @ 1:35pm 
@wildgoosespeeder Thanks a lot for your feedback :) Some things you mentioned annoyed me too, for example the "shining" tractor-beam dynamic. I really don't know, how to fix it :( On other dynamics, like the tubes, I can give them a "Lighting Origin" via a "path_corner", but on this prop it wasn't possible ... :/ But anywas thank you sooo much for your feedback, it really helps me ;)
wildgoosespeeder 30 May, 2014 @ 1:21pm 
For the most part, you know what you are doing in Hammer but there are a few Hammer-related issues. A weird clipping issue can occur where you get physically stuck for no apparent reason obtaining the dual-portal gun. The "haze" seems to be turned on and off when entering the vacuum tube room. Certain test items "shine", like the excursion funnel. Why is the laser field checked in the activated state instead of X-ed? I can stand on the crates when apparently that is a "dead zone". The fizzler to backtrack to the vacuum tube room is visually still there even though the cube doesn't fizzle. Play srs bsnss
s's Inquisition mappack. Maybe that will give you an idea to "switch modes" or something.
€in€r vØn vi€l€n  [author] 30 May, 2014 @ 3:46am 
@(RAWRaRFS) Catches07: I've created a block and turned it into a func_dustmotes. I've changed following Settings:
Particle Color (RGB) = 240 243 124,
Particle Per Second = 20,
Maximum Particle Speed = 7,
Minimum Particle Lifetime = 1,
Maximum Particle Lifetime = 4,
Maximum Visible Distance = 1000,
Minimum Particle Size = 2 and
Maximum Particle Size = 8.

I placed this box under each on the lights and edited them with the Clipping Tool.

I hope that helps ;)
Thomas 29 May, 2014 @ 8:35pm 
Alsowhat is the name of the particle for the lights dust.
Thomas 29 May, 2014 @ 8:34pm 
@sirfowler, why would you think that?
Sir Fowler 29 May, 2014 @ 3:22pm 
does this require beemod?