Portal 2

Portal 2

Hex Complex
31 Comments
FLAVIO678 18 Aug, 2023 @ 7:49am 
Niiiice
KyloX  [author] 2 Dec, 2020 @ 1:20pm 
I actually agree with you. Looking back at these projects, I do love the end results aesthetics design, but the ideas i implemented weren't done well, some things that could had been left out and made it more easy flowing.

The first puzzle was easy and a nice fit, the second... if you like to challenge yourself with some poorly implemented platforming, which you can skip. And third... needed a better introduction to the puzzle mechanic and what is possible with it.

In Islands and Temple I implemented those mechanics better.
SpielSatzFail 2 Dec, 2020 @ 12:48pm 
So beautiful, so unique, yet so annoying. Unfortunate.
Why does it always have to be a skill challenge in Portal??? I hate those maps.
johannes 22 Nov, 2020 @ 11:42pm 
Great map. Awesome design
[tcH]Souleutions ~^!|(S)|!^~ 30 May, 2019 @ 8:17pm 
There was a similar level or a feel to one gave a Code Lyoko vibe, feeling that here<3
Mikeastro 22 Mar, 2019 @ 11:27am 
I enjoyed the map, but I found the very last bit just impossibly hard to do, so I just noclipped across. Thumbs up
Nobody No-One 28 Sep, 2018 @ 12:14pm 
Yep, neat concept and design. Thumbs up.
Joric 27 Sep, 2018 @ 2:47pm 
Funny proof of concept, not much of a puzzle though.
Cyanin 22 Mar, 2018 @ 7:29pm 
Aaaaaaaaaaaaaaaaaaaaaaaaand already stuck on the second room.
jandlml 24 Sep, 2017 @ 2:59pm 
these maps are so beautiful. i couldnt figureo out how to get across to the exit door. how come F6 doesnt work?
kerning 3 Apr, 2015 @ 10:27am 
Very ambitious chamber with gorgeously realized design and pretty niffy puzzles to boot.

The only damning critique against this map is the large chamber with sliding platforms. It not that they're difficult, but they're ridiculously and frustratingly and unfairly challenging. Much of this is due to platforms sliding in or out at the wrong time when they should be designed to appear/retract in conjunture. Platform should slide into your view when you make a jump and sometime slide back in when you land.

In other words, make all platforms more consistent with when they appear/retract. This chamber would still be challenging, just not so stupidly impossible.

It was nice of you to give us the option to skip this part altogether, so I will have to commend you for having the foresight to do it so.

Thumb up.
TS_Mind_Swept 31 Mar, 2015 @ 10:00pm 
Reminds me of Devils Post Pile in Mammots Lakes, California.
Arokthis 11 Mar, 2015 @ 2:33pm 
I love this one. Only one negative thing to say: The color scheme makes it hard to see where the moving levels are in the middle section.
Haggis 28 Feb, 2015 @ 7:39am 
Its totally legit. You must have played one of Josepezdj's maps, hes one of the best map makers around. Seriously, this is a great map makers tool, and will definitely help you out with future maps of this style.
KyloX  [author] 28 Feb, 2015 @ 7:29am 
Hmmm.... This is some interesting stuff and seems legit, probably would had fixed the problem I was having. Though re-working the whole map would be a pain right about now, but for the future maps this is a good information to have.
Thanks
Haggis 28 Feb, 2015 @ 6:57am 
As Gemarakup says, you should really have a look at the Propper Mod by Josepezdj. I have used it in a map i am putting the finishing touches to. I came upagainst a few errors which i had never seen before, but by turning all my displacement work into models, i was able to create the map i wanted. You could do the same with your hexagon brushes. Here is the link,
http://forums.thinkingwithportals.com/post109380.html#p109380
bonkrood 27 Feb, 2015 @ 1:57pm 
Cool looking map, but I did not like playing it. :(
KyloX  [author] 12 Feb, 2015 @ 10:56pm 
Due to the problem of reaching brush limits, meaning the map has to be small, decided to start making something less "complex".

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=389079607
Anachronistic ALLOS 12 Feb, 2015 @ 7:47pm 
Oh man. It's like super-artsy Portal. Reminds me of something I once saw long ago elsewhere...


Reminsicing of the past aside, that was brilliantly different. Bit dark, hard on my eyes, but I loved the concept. And as portalmaster said, aesthetics are amazing. Brilliant job.
pizzascience 9 Feb, 2015 @ 4:14pm 
maby with workshop levels I would buy if its cheep
pizzascience 9 Feb, 2015 @ 4:12pm 
I think it was a bad portal map becaus no portals but good puzzles and fun parcore I think it would be realy good if you made it into a game
pizzascience 9 Feb, 2015 @ 3:59pm 
you should make this a game I would buy it if its costs less that 150
KyloX  [author] 5 Feb, 2015 @ 8:56am 
When making this map I didn't found a proper way to highlight some of the stuff ( especially the appearing platform) though probably I could think out something.

The obstacle room I intended to make it skippable at any time, but after hitting the brush_side error, obstacle room was 1/3 of the map, so I kinda skipped to add the skip button. Probably gona add it.

The introduction of the new cube was a badly done it seems. The old mappers mistake, from my side it is straight forward, but from someones others view, it is a mess. I might change it a little bit, make it longer if I wont encounter the error.
Gemarakup 5 Feb, 2015 @ 5:50am 
You could've turned the brushes to models with proper.
The Sojourner 4 Feb, 2015 @ 9:46pm 
I absolutely LOVE the esthetics! I should note that the ambient music makes up for the lack of soundscapes in your map, especially if it were a looping sound.

On the other hand, I'd rather solve puzzles using portals rather than have to parkour and jump all over the place (and also wait a long time after dying). Also, I kinda forgot how to use the PUNT/gravity cube, so a mini-tutorial in the map would be useful.
patrick 4 Feb, 2015 @ 6:58pm 
I think the puzzle room could use a lot more guidance, since I got stuck at pretty much every single part of it. Marking the surface or raising the stone you jump from to the funnel might help make it obvious that you're able to make that jump; it wasn't obvious to me. Having the platform that appears glow or something would make it easier to tell what the button changed; I had to look around for a while. And it took me a while to realize that where the funnel ended was actually a button, not an environmental effect. Not sure what to do about this one, but it caused me trouble. That said I did like the puzzle, it could just use a bit more greasing.

Sorry this is wordy, but I figured I'd share all my thoughts. Looking forward to part 2! :)
patrick 4 Feb, 2015 @ 6:58pm 
I absolutely love the environment. And I really appreciated the details in the levels. Great job on that.

The platforming sections were just too hard and frustrating. Jumping on the horizontal pillars was tough, the timings would often punish me to no fault of my own, \the segments were too long, and it was too dark. And this is coming from someone who enjoys jumping puzzles. And having to redo the first floating cube room before attemtping the second was quite tedious. That said, I really liked the ideas of both sections, they both put a smile on my face. I think more testing could help here. It's hard to judge the difficulty of your own map, both jumping challenges and puzzles, since you've played it so much! ;)
Shane 3 Feb, 2015 @ 3:33pm 
Beautiful map. Fantastic work
quat 1 Feb, 2015 @ 12:56pm 
Frustrating jumping map, no puzzles here.
emreovus33 1 Feb, 2015 @ 11:28am 
As Mr.Crowley says, brush_sides is come to its limits, so he can't make bigger map than this.
quatrus 1 Feb, 2015 @ 9:33am 
Kind of an eerie environment - no guidance on where to go or what to do. The cube mechanic was interesting, but took a long time to get it just right for the jump up. Maybe a little training chamber would help...? Thanks for mapping.