Portal 2

Portal 2

Fizzle Bridges of Faith
32 Comments
Fireball19 12 May, 2021 @ 12:50pm 
Easy butquite fun to play :steamthumbsup:
wildgoosespeeder 13 Sep, 2015 @ 8:05pm 
This chamber just feels very scatterbrained and tedious. I don't think the hallway was needed because you could have just removed portal surfaces and used a laser field instead (remove portal surfaces to stop bypassing the laser field). Also I can jump 1x1 gaps unassisted, which bypassed a few aerial faith plates.

Overall, this chamber could have been simplified by removing redundancies. Don't confuse simple with easy. Simple describes a chamber's design complexity while easy defines the difficulty to come up with a solution in the chamber. I have seen simple yet difficult maps and complex yet easy maps.
Ravenmorke 27 Dec, 2014 @ 8:07pm 
Very easy but funny, thx! ;)
Petutski 16 Aug, 2014 @ 11:19am 
Enjoyable! Good work!
BUG 10 Aug, 2014 @ 7:10pm 
This map was easy ,and enjoyble.Thanks.
mandydax 26 Sep, 2012 @ 10:55pm 
Ditto Raemari's note about getting trapped.
Raemari 17 Aug, 2012 @ 2:15pm 
I enjoyed the map, I don't think it is "too easy" for those of us who prefer mind over mouse skill. Taking out the light bridge for the people who prefer a skill challenge would work, though. Personally, I don't see the need for it, but I don't think every map should be super difficult. On a more constructive note, I think you might want to consider taking out the portability of the walls to the side of the glass panel. It makes for a decrease in difficulty, and I got stuck under the panel about half the time I tried using a portal there.

I'd love your feedback as well...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=88518306
ModFire 13 Aug, 2012 @ 8:10pm 
Nice Map Thanks! :)
Mr.Johno 9 Aug, 2012 @ 8:34pm 
I enjoyed this map very much, 4/5 fun 2/5 dificulty
badbunny42 21 Jul, 2012 @ 12:06pm 
Deliciously complex.
Rubycario  [author] 20 Jun, 2012 @ 3:19pm 
Lol, yeah I could do something like that. For the most part the chamber can be soved without the light bridge by wall strafing as you come out of a portal to reach that one button. I'll see what I can do to this chamber to beef it up. Thanks for the feedback. :)
Captain Quakas 20 Jun, 2012 @ 2:53pm 
I'm no chamber designer but I'd keep the chamber design and rooms and stuff but make everything a little harder.
When I started this chamber, I didn't notice the light bridge (moron, yeah), so I retrieved the cubes without it which made everything a little more challenging. Removing the light bridge would be a bad idea tho because frankly, jumping around the room and trying to steer mid air to reach the buttons was annoying as hell.
I would move some of the emancipation grids and remove all of the grid deactivation buttons, instead I'd make the player solve this through portals, I'd make the light bridge difficult to reach or add some kind of activation mechanism. Both of the cubes are also too easy to reach.
But anyways, it's a very good chamber way above the average chamber in the workshop. Also, my views might be a little distorted because i've tried hundreds of chambers. So if you feel like it, consider making additional advanced version because this chamber deserves it :)
Rubycario  [author] 20 Jun, 2012 @ 1:58pm 
@G915 Could you give some examples of how my "prime example of wasted potential" can become better than?
Captain Quakas 20 Jun, 2012 @ 1:53pm 
This is a prime example of wasted potential, the build itself is I think great, the chamber is well designed but there are too many elements that make it too easy (light bridge, conveniently placed buttons and deactivators), an advanced version of this map would be great.
Rubycario  [author] 19 Jun, 2012 @ 8:56am 
I see. That's all a matter of opinion really. BEARD! must've of thought they were good enough for it but others (like you) may not see it the same way.
Abdul 19 Jun, 2012 @ 8:52am 
Ok maybe I overreacted a little bit. I played your maps, because of the collection from TWP "Best of TWP", but this maps looked like good average map to me, but not BEST OF TWP.
Rubycario  [author] 19 Jun, 2012 @ 8:49am 
Sorry for misunderstanding, but believe it or not when I get comment saying "difficulty 1/5 design 0/5" and pretty much the same thing on other maps, than that makes it seem as though you honeslty don't like them at all. And what do you mean "normal players" that sounds awfully offensive right there. :/ Not just to me either but to others who have played this map and liked it.
Abdul 19 Jun, 2012 @ 8:45am 
Chill man, I dont hate your maps. They are just not difficult for me, and thats what I wanted to tell u. If u want to make maps for normal players than its ok! :D Difficulty 1/5 looks like "WORST MAP EVER" but it just means "easier than most maps". However I really dont like the design, especially that part with the catapults. High critic
Rubycario  [author] 19 Jun, 2012 @ 8:38am 
@Aizawa As I said. FUN not difficulty. I can see you obviously hate all my maps so why bother playing them at all?
Abdul 19 Jun, 2012 @ 8:33am 
difficulty 1/5 ; design 0/5. It took me a long time to orientate, because there are so many little rooms in the big main room. The catapults which bring you back where the 2nd cube is, are so unnessesary and take time.
DRUNK-N-DENNYS 10 Jun, 2012 @ 7:46pm 
Nice collection of single step processes. fun 5/5 difficulty 2/5
Instantiation 2 Jun, 2012 @ 1:36pm 
A great state-based puzzle. Good catch with that hallway. I needed it.

Also, getting the first cube was quite the race.
o+= 2 Jun, 2012 @ 5:04am 
Difficulty 3/10
Fun 7/10

The whole map connected together nicely with it's use of cubes. Nice size to it all. Variety of different physics used. Indiviual puzzles were not too defeating.
Egon 28 May, 2012 @ 10:47pm 
Map might be doog but it requires polish.
Timing puzzle to get to first cube needs more time.
Portable surface under moving wall has to go somwere else (currently it is possible to get stuck under moving wall).
splintPRO 20 May, 2012 @ 1:48pm 
Класс!
Le Petit Mort 17 May, 2012 @ 9:33pm 
Pretty good; I especially liked the jump.
Penassa 17 May, 2012 @ 3:04pm 
thumbs up and favorited ! nice map just the right difficulty
Lamppa 14 May, 2012 @ 10:19pm 
I meant at the very end of the test chamber, where there's a corridor like structure. It's completely unnecessary.
Rubycario  [author] 14 May, 2012 @ 2:53pm 
If by "one edge" you mean that hallway then that is there because players can get stuck behind the fizzler and that is their way out.
Lamppa 14 May, 2012 @ 12:54pm 
One edge of this map was completely useless, otherwise a nice relaxing chamber with not that much challenge.
'Rito 14 May, 2012 @ 8:43am 
Really enjoyed this, not that hard but not every chamber needs to be :) Favourited.