Portal 2

Portal 2

Suspension part2 --- A floor
18 Comments
Splokie Dokie 16 Oct, 2018 @ 6:30am 
Interesting
Swedish Firefighter 4 Jun, 2017 @ 1:06pm 
was I supposed to use the blue gel at the last room?
Fumbly Bumbly 24 Mar, 2017 @ 1:48am 
A really cool concept executed brilliantly. Thumbs up!
The Sojourner 28 Jul, 2016 @ 2:49pm 
I used the companion cube from the first chamber to solve it. Probably unintentional....
Tuleby 18 Jun, 2016 @ 5:40am 
If your new cube is prop_physic, you can dissolve it. You create env_entity_dissolver, where you put dissolve target. After call "dissolve" to env_entity_dissolver. Dissolve is not in the standard input, but it works. ;)
Unowninator 5 Jun, 2016 @ 5:05pm 
I think I found an unintended solution in the 3rd room. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=698310785

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=698310806

My advice would be to use a flippable panel.
Silce 29 May, 2016 @ 5:33am 
I just finished the second part and I'm very impressive about the concept ! :steamhappy:

But I need to tell you the first part of "Suspension part2 --- A floor" is very easy to do if you use one of the cube to jump on the other side.

-> Put it the farther you can on the first part of the bridge then you will need to activate the button to fix it. You will be able to use the fixed cube like an help to jump higher and reach the other side without finding the main problem.

Hope it will help ! Cya ! :steammocking:
Stimich 21 May, 2016 @ 6:48pm 
Did the whole map without the suspension:
https://youtu.be/sivjv3R7VOk
Petutski 18 May, 2016 @ 6:52pm 
Very interesting and fun. Confusing until you know the "rules"! Thanks!
kwinten 17 May, 2016 @ 10:52am 
Note 1: yes the "disable/enable" output is in red, this has no importance because it works
Note 2: I can stuck your cube behind the moving panel in the third chamber
kwinten 17 May, 2016 @ 10:50am 
Hey ! A new test element !
Very good though chambers; maybe you should add an intro chamber because this was quite hard to figure out how works the cube !

By curiosity, i decompiled your map to see how you did it; it's more complicated than it should be:
1-In hammer, make a prop_weighed_cube, then "add" , "rendermode" 10 (this cube is the main corpse, and is invisible)
2-convert your whole designed cube structure into a func_brush, then parent it to the prop_weighed_cube ; place the two in the exact same location
3- When you want your suspension cube "suspended", just disable the prop_weighed_cube using an output with the button: (onpressed ; weighedcubename ; disable)
Enable it when you want the suspended cube gets normal physics

Advantages: you can fizzle and have the physics of a normal cube :)
Setito 15 May, 2016 @ 3:58am 
Very nice chamber senpai.
KyloX 14 May, 2016 @ 4:39am 
Quite neat, a great improvement from the first map, loved it. These 3 chambers were a great introduction of "suspension cube", giving an idea were it could be used and how.

Though I expected something more after I got the companion cube in the first chamber, what a shame.

Great work
Anachronistic ALLOS 13 May, 2016 @ 6:59pm 
That last test was actually genuinely quite clever. I liked what you did there!
Nui♥Harime™ 11 May, 2016 @ 3:50pm 
I can solve the 2nd test without having to use suspension. :3
Daroot Leafstorm 10 May, 2016 @ 1:58pm 
I found the "secret"! :D
quatrus 10 May, 2016 @ 10:22am 
Interesting effect - took a bit to figure out how to use it...thanks for creating.
Stella  [author] 9 May, 2016 @ 1:52am 
Third period has a problem can through it without using suspension.