Portal 2

Portal 2

[PeTI COOP] Sunbury Chambers 110 (HARD!)
14 Comments
Deputy Dog 28 Oct, 2016 @ 3:10pm 
I am never happy when I find short-cuts or flaws in maps as it feels like I'm missing out on the experience the mapmaker spent so much time and effort in creating for me. It is human nature, however, to always look for the easiest solution and not necessarily the most elegant. Often after completing a map, I don't feel good about it because my solution was awkward or seemingly too difficult to be the one intended by the author, but most times it is impossible to know for sure so I move on to the next one. Sorry to hear you are no longer in the Portal-map-making business. Your maps are always unique and easily identifiable amongst the thousands of others.
BierPizzaChips  [author] 25 Oct, 2016 @ 2:22am 
@Deputy Dog: One player should have made it into the second room anyway. If you guys find a way to shortcut a little, then you are smarter than the mapper - which is awesome! Congrats. Sadly i cannot fix any map nomore since i wiped out all the Portal files. I moved on - but still enjoy learning about people having fun with the maps.
Deputy Dog 25 Oct, 2016 @ 12:36am 
Yes, we used the orange goo portal to access the ball generator- then quickly exited 2nd (last) room as intended. So if you remove the orange goo portal short-cut that would be good. A small panel separating the two should suffice. We also never used the first elevator and button located there as no extra acceleration was needed to clear the acid pit. Viewing the above video I see we cheated ourselves out of a good puzzle!
BierPizzaChips  [author] 23 Oct, 2016 @ 2:35am 
@Deputy Dog: Since i read below that Sanki Panda found a short-cut, too - maybe i missed something. Did you not go for the second big room? Did you solve it just in the first room??? Hmmmm.
Deputy Dog 23 Oct, 2016 @ 1:41am 
I think we used maybe 1/5 of the elements in this map. Easiest and quickest BierPizzaChips map in memory. We must have done something wrong. It was fun nonetheless-as all the maps are by this author.
Kaspion 13 Oct, 2016 @ 2:48pm 
Made it through. First though was we broke the game a again. happens from time to time.. (see some screenshot from Portal). rly good work.
Sanki Panda 20 Jun, 2016 @ 6:00pm 
Many doors usless, juste because we can jump on the orange spawn for take the ball and put it in this place ^^"
BierPizzaChips  [author] 17 Jan, 2015 @ 5:31pm 
If anybody made it through, a game play video would be awesome - coz i do not have the config files anymore used for this specific map, so i can not create a video myself, sorry.
BierPizzaChips  [author] 1 Dec, 2014 @ 2:04am 
@GeniuZ #ESEA only: Hmm, nach nochmaligem Lesen wird mir klar, dass ich Dich wohl falsch verstanden habe. Du kommst vom zweiten Raum zurück in den Ersten indem ein Spieler unten durch die Tür geht und der andere Spieler im Glaskasten den Tür in gleicher Richtung nimm. Der Spieler oben wird dann vom unteren Spieler via Tracktorbeam weitergeschoben.
BierPizzaChips  [author] 23 Nov, 2014 @ 10:14pm 
GeniuZ #ESEA only: Das blaue Goo ist nur für das Ende gedacht, um die Knöpfe auf den "Brükenköpfen" zu erreichen - macht die Exit-Tür auf. Du wechselst die Räume indem das rote Goo als schnelle Piste genutzt wird und Dein Partner Dich - der oben im Glaskasten stehen muss, ein Portal ans Ende der schnellen Piste setzt und ein anderes auf die Portal-Fläche über dem Wasser im anderen Raum.
Knusperboy 23 Nov, 2014 @ 3:44pm 
im raum, der die beiden cube-spawner beinhaltet:
um die cubes in den starter-raum zu kriegen ... war es so gedacht, dass man den maximalen bounce vom blauen goom ausnutzten muss? also vom ersten raum aus durch die portale des partners springen, auf dem blauen goom landen, unter der sperre durchspringen mit maximaler sprunghöhe, eigenes portal schießen, zurückbouncen, cube holen, WIEDER unter der barrikade durchspringen (stets mit maximaler sprunghöhe, also ohne unten gegen die barrikade zu dotzen) und ins portal?
ich habs nämlich anders gemacht, das ist viel zu dämlich so. hab den cube mit normaler sprunghöhe so perfekt geworfen, durch das schnelle hochziehen der maus beim loslassen des cubes, dass er durchgeflogen ist. wie wars nun gedacht?
BierPizzaChips  [author] 19 Oct, 2014 @ 1:40pm 
@Evo: All maps having PeTI in brackets upfront had been created with the standard ingame editor. But: I am using the mods listed in the map's description - and i create my own instances via Hammer to be used by the ingame editor. Furthermore i extracted the Portal texture package and modified some being added into the map package via the StyleMod. If you are interested in building advanced maps with personnel flavour, i recommend to download and install the Bee2Mod (which includes the StyleMod) and check out how that mods files are working.
Evo 19 Oct, 2014 @ 8:57am 
Did you use the standard ingame editor to make these maps? If not, what program did you use?
BierPizzaChips  [author] 8 Oct, 2014 @ 1:45am 
Okay, there is another one, but the maps 81 and 39 had to make way coz since my workshop is full, I can only post new stuff by removing old stuff first.
I had promised myself that the last map shall have been my very last Portal map, but – oh, boy – my fingers got itchy.