Portal 2

Portal 2

Firmament
23 Comments
Semispace 2 Apr @ 4:20am 
For some reason I didn't think I would enjoy this one, and how I wrong I was! Extremely fun and unique map.
Leo 5 Jan @ 7:15am 
Impressive puzzle, especially with so few connections! Even after realizing the main move was a thing you could do, it took me a while to see how it helped. Once I understood why you'd want to deactivate the fizzler like this instead of simply using two portals, the rest clicked. Design-wise, the "firmament" setting took me by surprise, but in a good way, and I liked the idea of using jail bars as aesthetics elements. All in all, a great creation!
Aneonen 28 Dec, 2024 @ 3:01pm 
Ah, mild addition that I forgot when typing up the second part of my comment: lining up the cube for the final position is mildly uncomfortable due to the grating as well, as it gives no natural floor lines to ensure that the cube is at the correct intersection.
Aneonen 28 Dec, 2024 @ 2:33pm 
Very nice stuff. The steps were fun. I had the most trouble getting started - the moves to bring the cube over to the funnel area without losing relevant portals eluded me for a while. I appreciated the pathing of the fizzler antline as to make cube pre-placement easy.

Like Nobody No-One, I did struggle with the construction somewhat. Both of us have poor texture filtering, and so the grating combined with the poor angle make the final move, along with several others, very uncomfortable; the issues with the last move in particular were exacerbated by the fact that a standard button was used over a trigger button. I general, I think that a few mild layouting changes would benefit the map greatly.
Mikeastro 27 Dec, 2024 @ 6:01am 
Wow, what an amazing puzzle. After getting stuck on the first move for some reason, I was able to solve it rather quickly as well. Working towards the key creative move with the exit piston and the cube helped guide my reasoning - in fact, I just kinda did things until they worked out, without understanding all the logical intricacies of the map! Huge thumbs up :cozycrashfish:
bullfrog 26 Dec, 2024 @ 12:43am 
Excellent puzzle, definite :steamthumbsup: Having messaged you, I now know I did the first move by a different, but acceptable method, and the next sequence by a more complicated, but "interesting way." However, all the key moves are still required, so it's just an alternative solution.
Husky 24 Dec, 2024 @ 7:58pm 
Really enjoyed this map! Some moves were quite subtle, unique and would've definitely stumped me for a lot longer if I didn't metasolve and figure out that piston move . Faved!
nerdlingnation 21 Dec, 2024 @ 9:01am 
Wow, I really enjoyed that. I solved it pretty quickly too, after figuring out that what connected my beginning and ending plans was one big cube migration . I feel like this puzzle shares a lot of my design sensibilities as well as a good number of concepts I have personally used and played with , which probably added to the enjoyment. Great work!
Oblivious Owl 20 Dec, 2024 @ 9:15pm 
Very satisfying map :steamhappy:
Delin 17 Dec, 2024 @ 11:28am 
i did this in 10 seconds, good map.:steamhappy::ujel:
smileyface888 15 Dec, 2024 @ 12:21pm 
Good Map :)
Nobody No-One 15 Dec, 2024 @ 12:16pm 
Very cool map, I agree with Teo that the most interesting step was the final setup using the surfaces near the dropper . My only complaint is that the visibility for the final funnel movement is really not good; with the resolution I'm playing at, it's impossible to see through grating at that distance, so I had to totally guess and then noclip up and down to check how close the cube was to the button. Maybe replacing some of the grating with glass or adding a camera+monitor would help there. Other than that, excellent logic! Thumbs up.
Narkodes 15 Dec, 2024 @ 7:45am 
Great map.
小狗不许叫! 15 Dec, 2024 @ 1:16am 
It's incredible to bring out such subtle logic steps combined with creative moves in between. I noticed the main potential creation quite quickly but then use more time on the logic it combined with. Really cool to force so many things into such a small fragile layout.

I think there are lot of potential moves in this layout, just like masalt and commander say. The piston platform can be used for smashing the cube, let players get linked with the opposite side and maybe block some elements, and the upper layer of surface can be linked with the beam and the geating to force a grab of cube. If the cube can also be auto-respawned, maybe it is possible to split the beam area and the golden fizzler area to switch portals and use more of the beam. The beam can also be used to form an instant redirection, etc. Really a good inspiration/mind blaster.
jandlml 14 Dec, 2024 @ 4:46pm 
yay! finally figured this one out! excellent map! :steamhappy:
jandlml 13 Dec, 2024 @ 7:44pm 
so stuck ahhh
Khan 13 Dec, 2024 @ 3:42am 
Very nice!
Teo 13 Dec, 2024 @ 12:12am 
Stellar! This was super enjoyable to think through; great laser logic. I saw the 'main' move quite quickly as I had thought about a similar such move before (not to say that I didn't think the application of it in this map wasn't cool), but what really blew me away was the part right afterwards where you need to position the cube on the platform in a specific place then pull yourself into the wall surface next to the dropper. What an elegant and subtle way to force that sequence! Great work.
SpKi 12 Dec, 2024 @ 2:25pm 
fantastic map
Snazz  [author] 11 Dec, 2024 @ 9:12pm 
@masalt For the surface facing the piston, I didn’t want the portal surface to give away the move. I believe it is a better a-ha! moment when the player isn’t railroaded into it.

As for the choice to use a receiver, I don’t like using reset buttons when the reset can be forced with logic instead. That is somewhat of a personal taste thing, so thanks for letting me know. For that logic I had also considered using some funnel idea to get a cube that was falling in the void, but it would have had a terrible sightline, so I used the laser instead.


Anyways thanks for the feedback, and I’m glad you enjoyed the rest of the map!
masaltzero 11 Dec, 2024 @ 7:59pm 
yikes. i don't like the obfuscation of the piston move with extra portal surfaces, it feels a little bit cheap. and i feel like it's a little bit odd that the cube dropper reciever isnt reused given the place it's in. would it not work to have an anti softlock button behind a fizzler? (i talked with commander about this and we both kinda agree on this points. comandr was stuck literally just because they were trying to respawn the cube and didnt see the lining up with the piston. map would be quite a bit better if that surface were just 1x1.) there's a lot of potential for cool respawn moves that we found but none of them were used. also there isn't really a reason the surface behind the pissler is tall other than for spawning the cube that one and only time, which again could be a button behind a fizzler. meh. just my opinion. cool map other than that tho:steamthumbsup::jorji::denied:
mentallentil 11 Dec, 2024 @ 5:10pm 
I really really liked the use of the piston to hold the laser cube, great logic there!! The uses of the portal surfaces across from the piston and the one by the cube dropper are super cool too. Faved!
Mattchew 11 Dec, 2024 @ 4:24pm 
Lovely, lovely map! Happy to have playtested ^^