Portal 2

Portal 2

re:Escape From Aperture Pt. 1: Wheatley's Core
70 Comments
ludiks 18 Aug, 2020 @ 1:47pm 
AWESOME MAP!
zeo1337 21 Mar, 2019 @ 6:00pm 
AWESOME
Thinker 24 Jul, 2018 @ 9:46am 
It's not as fun as the other ones you've made, but it is as good as the other ones.
Aluxious 16 Apr, 2018 @ 6:08pm 
I love how it says that you're not supposed to be here when you press the stalemate button :3
Luke_The_Sith 24 Jan, 2018 @ 9:14am 
Walkthrough:

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? :steamhappy:
Luke_The_Sith 24 Jan, 2018 @ 9:04am 
HOW DO I MAKE THE 16X16X16 ENTITY TO ATTACH ONTO WHEATLEY'S BACK?:steamsad:
ioi 4 Dec, 2017 @ 7:20am 
нет слов
ioi 4 Dec, 2017 @ 7:19am 
супер


D YellowMadness 5 Nov, 2017 @ 3:35pm 
I wondered if that was unused. That was my favorite part.
Anachronistic ALLOS  [author] 5 Nov, 2017 @ 5:55am 
I actually used a good portion of dialogue from the corrupted cores that you don't ever hear in the main campaign. Like the Adventure Core getting annoyed at Space Core's space obsession, and Fact Core just dissing the both of them.
D YellowMadness 4 Nov, 2017 @ 7:26pm 
The more predictable dialogue could use some trimming but I like the parts where you found new ways to use the old dialogue.
Anachronistic ALLOS  [author] 12 Aug, 2017 @ 1:50pm 
No clue. I don't even use beemod.
_galaxy 12 Aug, 2017 @ 7:23am 
why this appears when I google for bee mod? Confused.
Anachronistic ALLOS  [author] 23 Mar, 2017 @ 2:20am 
You don't.
Onyx 22 Mar, 2017 @ 9:57pm 
i think i might just be stupid, but how do i defeat wheatley?
Anachronistic ALLOS  [author] 2 Nov, 2016 @ 6:40pm 
Yes, I've been made well aware of this issue at this point, and if I could fix it, I would. But I can't. Not because it's unfixable, but because I no longer have the means to update the workshop post.
McKiath 2 Nov, 2016 @ 9:08am 
I found a bug while playing this chapter. After Wheatley is defeated, if you walk up to the panels, you can and will slip through and fall under the level.
Magnar zeikol 26 Feb, 2016 @ 4:24am 
...that's because i have no logic
Anachronistic ALLOS  [author] 25 Feb, 2016 @ 6:18pm 
...then why didn't you comment about it on Part 2's workshop page? I fail to understand your logic here.
Magnar zeikol 25 Feb, 2016 @ 8:51am 
love the FNAF reference in part 2
T-REV 3 Jan, 2016 @ 7:37am 
GOTTA GO TO SSPACE!
Pasta 2 Dec, 2015 @ 3:57pm 
tanks

yup i did that on porpoise whoops i did it again!
Anachronistic ALLOS  [author] 1 Dec, 2015 @ 8:12pm 
I used to put walkthroughs in the descriptions, but that made the description far too long. You can still look up video playthroughs on YouTube, too.



If that still doesn't help, then just ask me.
Pasta 1 Dec, 2015 @ 2:07pm 
IS THERE A WALKTHROUGH?
CRSA95 11 Nov, 2015 @ 5:48pm 
very good
wildgoosespeeder 25 Sep, 2015 @ 8:56pm 
This needs some save points during each core connection (unless there are bugs). I got hit by a rocket I wasn't paying attention to and I was as far in as the fact core placement. Had to start all over.
Petutski 16 Sep, 2015 @ 5:36pm 
Very intense!
Anachronistic ALLOS  [author] 15 Sep, 2015 @ 8:40pm 
Yeah, I mean, in the main campaign he had all the time you were in old Aperture to learn how to make some of the things in the facility work with his new control. Here, he's just been in the chassis for 5 minutes and all he knows are the basic ancillary functions of the rocket turret and neurotoxin. And then the basic process of just moving things into other chambers.

He basically just read the first three pages of the first chapter of the How To Manage A Science Facility Handbook.
Rector 15 Sep, 2015 @ 8:02pm 
Good continuation of the story!
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! :p2cube:
Anachronistic ALLOS  [author] 9 Sep, 2015 @ 8:49pm 
Since people keep doing that, I should really fix it...

Curse it, curiosity! Why did you have to kill all the cats? Those were really nice boxes they were in!
Unowninator 9 Sep, 2015 @ 5:23pm 
After Wheatlley got 100% corrupted, I approached the walls surrounding him & fell through the floor. I didn't even die, so I had to use noclip to get out.
Sparky 11 Aug, 2015 @ 5:17pm 
Oh, scripting and coding, too, though that's not really important so I don't know why I felt the need to make another comment just to say it oh god why am I still typing
Sparky 11 Aug, 2015 @ 5:01pm 
And my point is that you, as an author, should be willing to idiot-proof your map, even against people like me. This is the kind of thing that professional level designers go through a lot. The tester sees an opportunity, takes it, and ruins everyhing and the designer has to go and fix the problem before it is published.

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.
Anachronistic ALLOS  [author] 11 Aug, 2015 @ 4:01pm 
This whole discussion branched from you being unwilling to pick up Wheatley. The Rocket Turret's role is about the same as its original role in Portal 1, sans actually hitting the boss with it. Can kill you in one shot like the original. You can actually crouch in the floor inlets where the inputs come out and it will protect you from being in range. The laser sight is just barely over your head.

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.
Sparky 11 Aug, 2015 @ 3:16pm 
It's neat that you bright it in, I just wish it had been used more as a puzzle element than as a foe, like in the first game's GLaDOS fight and the puzzle before it that featured the rocket turret. In fact, its sole purpose as a puzzle element in that game led me to immediately try blowing stuff up with it! Took me a little while to realise I had to press E on the consoles, haha.

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.
Sparky 11 Aug, 2015 @ 3:15pm 
I was clearly not lazy, or I wouldn't have pushed Wheatley very slowly across the floor towards the door. The only conclusion that would make sense is that I either have a specific aversion to picking him up or I was testing the thoroughness of the game's triggers. Please don't make assumptions.

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.
Anachronistic ALLOS  [author] 11 Aug, 2015 @ 1:53pm 
But also, not every custom map has you carry around Wheatley, so in those that do, I don't go expecting people to just bog about when they're supposed to be carrying him.

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.
Sparky 11 Aug, 2015 @ 8:16am 
I know that you should grab him. It was obvious. The point is that it's a simple thing that could be easily fixed. Stuff like this happens in Portal 2 as well, and there's usually a fix to prevent the idea from fully succeeding. Even in Portal 1 there were ways to completely break the test chamber and it would automatically detect it and open a door to release you so that you weren't stuck.

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.
Anachronistic ALLOS  [author] 11 Aug, 2015 @ 12:44am 
Orrrr you can just actually not leave him behind.


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.
Sparky 11 Aug, 2015 @ 12:16am 
But an easy way to fix this is to just not have him disengage his rail, if you can do that. Or have him disengage as far as the game is concerned, but remain on the rail until he's grabbed. Or even find some way of ensuring that he's fully in the room before you can get GLaDOS to wake up.
Sparky 11 Aug, 2015 @ 12:08am 
At a later point in the main game, you can pick him up off the wall and carry him around the room like a cube, if you're fast. It's an oversight, but an interesting one because he's fully-animated and reacts just like if you were carrying him around as part of the story, but you can put him down and he doesn't say anything.

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.
Anachronistic ALLOS  [author] 10 Aug, 2015 @ 11:58pm 
Oh, pushing. Yeah, that's a thing.

Well, they stop you from putting him down so you don't go throwing him down any pits, to be fair.
Sparky 10 Aug, 2015 @ 11:21pm 
To be clear, I only walked past him because I was getting tired of carrying him around. I didn't like doing it in the main game and it's not much better here. The worst part is being unable to put him down.
Sparky 10 Aug, 2015 @ 11:18pm 
He dislodged from his hook on the rail and I walked past him. For good measure, I walked back and casually pushed him all the way into her chamber, but got tired of pushing him and walked past GLaDOS with him on the ground in the lit area before the walls came down and blocked me off from him.
Anachronistic ALLOS  [author] 10 Aug, 2015 @ 11:14pm 
You...can't confront Wheatley without picking up Wheatley. The door trigger is locked until you pick him up. And you can't drop him unless you're plugging him into something.
Sparky 10 Aug, 2015 @ 11:13pm 
I tried out Episode 0 as well (I wanted to do them in order, but they were jumbled up on my queue for some reason. On top of the fact that I broke it rather easily by not picking up Wheatley before confronting GLaDOS, I... I felt like I was waiting for something to start the whole time. Maybe I'm just bored, maybe there's something a little more. Who knows. I didn't finish it, I might come back later. and play them all again.
Anachronistic ALLOS  [author] 10 Aug, 2015 @ 11:12pm 
I've definitely seen worse on the workshop, so this isn't all that bad in comparison.
hsuzumiya6 10 Aug, 2015 @ 10:57pm 
its not always boring, your boss battle is like the beta battle of Portal 2....
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.
Anachronistic ALLOS  [author] 10 Aug, 2015 @ 6:55pm 
I do realize this is boring, yes, which is why it's also notated in the description.

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.
Sparky 10 Aug, 2015 @ 6:17pm 
It's a cutscene with five points of interaction. You stand behind the computer banks until you hear the voice of a new sphere, then go out and put it on its port. The voice lines are put together okay, it's nice you included some that don't normally play in-game, but there's no way to speed up the process. Dying makes you re-do the entire scene from the beginning if you don't quicksave.

You don't even have a portal gun. There's no creativity in what the player can do.