Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Phase one:
Wait until Wheatley gets out the Rocket turret, Avoid being shot.
When the panels move up, activate all the red glows and turn them green.
Grab the Space core and plug him into the receptacle on the left.
Phase two:
Wait until Wheatley stops hacking, Avoid being shot by the Rocket turret.
Grab the Adventure core and plug him into the receptacle on the right.
Phrase three:
Wait until Wheatley stops chatting, Avoid being shot by the Rocket turret.
Grab the Fact core and plug him into the receptacle at the back.
Phrase four:
Wait until Wheatley and the corrupted cores stop arguing, Avoid being shot by the Rocket turret.
Grab the Turret cube and plug him into the receptacle at the front.
Wait until the Elevator goes up, then get onto the elevator and it'll go down.
See? Wasn't that Easy?
yup i did that on porpoise whoops i did it again!
If that still doesn't help, then just ask me.
He basically just read the first three pages of the first chapter of the How To Manage A Science Facility Handbook.
I'm guessing the crushers were not meant to intimidate me? They just stand there, I'm guessing that's another moron move by Wheatley.
Sorry for the long wait!
Playthrough video
Thumbs up!
Curse it, curiosity! Why did you have to kill all the cats? Those were really nice boxes they were in!
I want to help you make better maps. I'm a developer, too, though I haven't published anything I've done. I've done writing, music, modelling, mapmaking, I know what it's all like and how it feels to have the players not take the obvious and easy path through. All you can do is change it so that they don't, or can't.
A point here is, basic instinct in following instruction (as Wheatley tells you to pick him up) is usually vital, unless you're playing The Stanley Parable.
These maps were remakes of my very first maps, also my very first map series. Beginner's writing rewritten. Partially successful, partially still meh.
But really, if you made these on your own, you're good at telling a story and rearranging lines to fit, but your gameplay suffers, from what little I have seen. I'll go through again some day and see if I was just unlucky, if it was just those two maps where the gameplay was sluggish, or if there are any suggestions I can give you to help you improve that aspect.
I'll admit that, at first, I was a little antagonistic with my comment about this map being a cutscene with five interaction points. Remove my annoyed tone from that and I offered an honest critique of the map. The only thing I left out was that there's no shelter from the rockets on the input ports you plug the cores into. The rocket flew over my head and still killed me. Mechanically, the rocket turret isn't very effective in its role of supressing the player, as all it does is keep them moving and distract them from the dialogue you put together.
In Cosmogony, do you just leave him behind when he disengages from his rail? No. You don't have any motivations to do so aside from yours, which is just pure laziness of not wanting to press E on him. I'm sorry, but not everyone is going to ignore Wheatley, and it's pretty obvious that you need him. So, again, next time, just pick him up.
Don't be Vinny from Vinesauce, quitting a certain game when he was just inches away from getting the ending and just missing one simple step.
As the level designer you should look out for all workarounds and prevent them so that your story can be told without interruption. My job as a player who pushes the boundaries is to find new workarounds to help the designers make a more seamless game.
Not like everyone's going to just leave Wheatley behind, in fact there's one person who made a Let's Play of Portal 2 who wouldn't dare leave him behind, she loves the guy. As a character.
It's the test chamber that first introduces the reflector cubes, I think. Look around for him, he pops up out of a wall behind a grate of some sort, a wall of debris if I remember right, next to what I seem to remember being said cube. He pops out of the wall when you look that way, and if you put your portals down quickly enough, you can slip over there and grab him.
Well, they stop you from putting him down so you don't go throwing him down any pits, to be fair.
the crushers on the walls would get people straifing through whatever hazzards wheatley throws at you the frankenturret in the 4th slot, at least it experienced something not horrendiously deformed.
Maybe I should just label this map as nonvital to play put a summary of what happens in the description, so people can read it and then move on. I apologize, yes, but the original map was even more dull, so I've got that going for me.
You don't even have a portal gun. There's no creativity in what the player can do.