Portal 2

Portal 2

Align It Yourself
19 Comments
Caerbannog 25 Aug, 2022 @ 2:50pm 
Need more interactive panels!
Fuku Yamama 17 Nov, 2017 @ 10:57pm 
Freaky and weird and excellent!
Sir Rathc0cK 6 Jul, 2016 @ 2:14pm 
Good idea!
vioray 26 Sep, 2014 @ 11:20am 
you have some very good ideas, loved this one. simple puzzle when you figure out the elements but a lot of fun to see it work. I haven't got the hang of Hammer yet but things like this give me more motivation to get around to it
wildgoosespeeder 16 May, 2014 @ 1:08pm 
Interesting concept. Sometimes I found myself not being able to stop adjusting the panel.
Wolf bytes 20 Mar, 2013 @ 3:14pm 
I wish Valve had done more with moving portal surfaces.... Would make Portal a lot more intersting. Nicely done. I played this a while back from TWP.com .
The Sojourner 22 Sep, 2012 @ 3:25am 
sv_cheats 1 followed be another command followed by sv_cheats 0... and the command stays as is...curious...I can only wonder why Valve wouldn't do somethig about it...

Then again, it would ruin the fascinating concept of this map :P
Rand0mNumbers  [author] 19 Sep, 2012 @ 2:45pm 
sv_allow_mobile_portals 1
It was used to make it easier to aim by having a laser sight in a sense..
Manifest Breastiny 19 Sep, 2012 @ 6:57am 
What console command was used? This looks pretty cool.
AEon 1 Jul, 2012 @ 6:03am 
Interesting concept and map.

Took me a while to understand that you select the panel, then you can mouse move its angles, then space again to lock it. My first thought was you move the angles of the tile by "bumping" into it, would have been tricky, but most obvious IMO. Then I had expected you look at it (and are close enought to touch) and while holding use key, move the mouse, and then let go of use key to instantly freeze it in place.

Concerning the visual hints. Some form of "flack" design (a rig to make it clear that it can be rotated along two axis) with switch would probably make it a lot clearer. Hit switch to control the "flack", move, then hit switch again to disengage.
Rand0mNumbers  [author] 6 Jun, 2012 @ 12:48pm 
It moves until you look at it. Probably not the best idea...but it did offset it in a different spot every run instead of staying flush.
greyarea 6 Jun, 2012 @ 9:26am 
Nice idea. The title helped convey what needed to be done, but still it wasn't entirely obvious - maybe having it move as you brush past it on the way to something might help? I know that creates the problem of how to lock off the position though. Cheers.
Rand0mNumbers  [author] 14 May, 2012 @ 12:34am 
I was hoping having the panel moving of its own accord until you look at it would help. It was easier than creating a test sign indicating you shouuld grip it. Icon design isn't fun...

Having clamps could work...hmm...but that wouldn't convey you have to move it...I need some sort of intro to the concept.
Le Petit Mort 13 May, 2012 @ 7:31pm 
It's unclear what to do unless you play close attention to the hint in the title, that aside, it's interesting.
Nelzoma 11 May, 2012 @ 8:18pm 
It took me a very long time to realize that I could move the panel. After that it was very easy but when I didn't know, it was torment.
Ethaksus 11 May, 2012 @ 12:23pm 
When I attempted the puzzle, at first I understood what to do, but I somehow ended up skipping most of the puzzle. I took control of the panel, placed a blue portal on the high vertical one, then an orange on the pivoting panel; jumped through. Then placed a blue on the floor panel, hopped in and was promptly shot to right beside the door.
Rand0mNumbers  [author] 11 May, 2012 @ 12:02pm 
Funnels don't move as smoothly as lasers. Although, my last attempt was last year. Maybe Valve changed it since then.
colonel_eyeball 11 May, 2012 @ 11:54am 
YES! Great addition with the movable panel. Great atmostphere to this puzzle as well!!! Loving your work, friend!
Muddy 10 May, 2012 @ 9:34am 
I love all of your ingenuitive concepts, really, amazing work here. How does the game handle an excursion tunnel instead of the lazer? That would make for an awesome map/minigame if it isn't too intensive.