Portal 2

Portal 2

DIS/CONNECT
17 Comments
hub 6 Oct, 2023 @ 10:59am 
:maglike:
Mikeastro 30 Aug, 2023 @ 7:22am 
Very enjoyable puzzle! To me frivolous funnel rides resulting in getting stuck outweighed the visibility issues, but overall I had a good time solving it. Big thumbs up :D
SpielSatzFail 21 Aug, 2023 @ 12:13pm 
Looking foward to the Hammer remake :-) I really would love to record this for YouTube, even though I know the solution now, unfortunately. Maybe you will also tweak the solution a little if I'm lucky ;-)
mikatastrophe  [author] 21 Aug, 2023 @ 11:59am 
@SpielSatzFail yeah, this one has quite a few player accessibility/convenience/anti-trapping issues that i wasn't able to fix before the competition deadline. i had the choice to publish it in its slightly annoying but functional state or submit nothing, so i opted for the first. please note that a hammer remaster is coming at some point that should iron out all these issues and change the solution up a little to make it cleaner and just overall better. i appreciate the feedback though! :p2cube:
SpielSatzFail 21 Aug, 2023 @ 11:09am 
Oh man, good puzzles but non-existent visibility. I enjoyed and hated it at the same time.
The source swaps, the light bridge orientation changes and the fling parts were fun! But rarely did I play a map that smashes "F6/F7" so hard in your face like this one. As for anti-trapping, using grating right above the goo and adding a single white tile somewhere on ground level seems so easy...
I'm sorry this reamins a neutral. Btw I was convinced that a nice fling would carry me right into the exit, but...no... *sigh* ...this would be my last death before trying again and successfully exiting the chamber.
hfmanson 21 Aug, 2023 @ 8:06am 
Nice one!
Nobody No-One 15 Aug, 2023 @ 4:47pm 
Fun map, though I agree that the layout was very obscure at the opening, even like an arrow signage with a light bridge signage next to it would've helped, because I dismissed the correct path for a little bit on the assumption that it just led to a dead end.
Solovox 15 Aug, 2023 @ 3:17pm 
@theCCguy understood!
mikatastrophe  [author] 15 Aug, 2023 @ 3:40am 
@Solovox i've noticed this issue during playtesting, however since this was made for a competition with the rules being "no fizzlers" and the deadline being a few hours ago, i couldn't update the map with working anti-trapping. without the competition surrounding the puzzle, i would've approached that differently.
Solovox 14 Aug, 2023 @ 11:08pm 
The plan is to punish the player with death repeatedly until they memorize the non-death path? Eww. No.
Jade BGE 14 Aug, 2023 @ 1:04pm 
Very nice puzzle - fun! :steamthumbsup:
horse 14 Aug, 2023 @ 4:17am 
I agree with everyone else about it being a bit tough to understand the layout at first, but I really enjoyed the puzzle and all the cool moves. Nice one! :steamthumbsup:
Aneonen 13 Aug, 2023 @ 7:09pm 
Oh, and I almost forgot - just in case you missed it, there appears to be a trapping situation if the player rides the funnel through the bridge portal, since the player can't drift to the adjacent platforms and cannot see any other surfaces. Also something that could be fixed with the layout folding on itself a bit more.

BTW - very cool to see a puzzle from you after quite a while!
Aneonen 13 Aug, 2023 @ 7:02pm 
Fun puzzle! I enjoyed exploring the No Connections structure. I assume that the player blocking themselves with the bridge mid-fling towards the end was intended - if so, it was quite cool, even if a little exploitable. In general the switching of bridge orientation was very neat.

I do think that the layout could use some work in the eventual rework - it was labyrinthine and there were points where I felt that I had to "go with the flow" because I wasn't sure exactly where certain options would take me. A lot more glass would help, but I suspect that with some cleverness (and hammer geometry) some regions could be wrapped back around the map to make it more compact and provide better visibility.
I would also recommend implementing the super magnet/trigger method for rotating portals (which should be even easier in hammer) which would make some of those moves much more comfortable and consistent.
Sloi 13 Aug, 2023 @ 6:43pm 
Very nice :)
jandlml 13 Aug, 2023 @ 4:42pm 
i agree completely with teo. very nice map. took me a few minutes of going back and forth seeing what worked. :steamhappy:
Teo 13 Aug, 2023 @ 3:59pm 
Really, really cool no connection map. I struggled at first to create a mental map, but after 1 or 2 minutes exploring, I understood how to actually start the puzzle and not just die in goo :P Great work!