Portal 2

Portal 2

Energy weapons demo
26 Comments
L702X_Games 1 Aug, 2022 @ 6:35am 
good map :steamhappy:
Breeland 10 Jun, 2022 @ 3:05pm 
How did you Get the Prop_ to Teleport and Detect where the Player is Looking and is at in X pos and Y pos and Z pos? and How did you get the Animation?. This is cool btw
JAMES Gaming LV2 23 Nov, 2021 @ 10:19am 
just wondering, are the blue error things at the end intentional
Drgregs 27 Oct, 2021 @ 6:42pm 
Can I use this in my beemod ucp? I will give credit
Narkodes 2 Jul, 2020 @ 11:57pm 
boring
C-Imdone 12 Dec, 2019 @ 10:20am 
can you make another map but much longer and make the short story longer and i relly liked it
Avatar 31 Jan, 2018 @ 12:44am 
Wow, just wow. Fizzler on gun? I have seen laser on a gun but this is beyond my experience.:steamhappy:
oleboy555 28 Jun, 2017 @ 1:29pm 
very cool concept!
[SNS] Guest3444306 2 24 Jun, 2016 @ 8:02pm 
this is a cool idea how do you make this into your maps?
Xukas 24 Jun, 2016 @ 12:43pm 
Loved the map, preaty cool consetp... Still cant spell :(
jandlml 23 Jun, 2016 @ 7:30pm 
pretty cool weapon
suanpan 22 Jun, 2016 @ 10:29pm 
So cool.
Unowninator 22 Jun, 2016 @ 10:16am 
Bottom-right corner, dven1.
dven1 22 Jun, 2016 @ 9:19am 
Nice map, especially the visuals and the mechanics of the gun. However, I also would like to see an indicator when the weapon is charged enough to fire. Thanks for your work.
ViiNTAGE 22 Jun, 2016 @ 8:20am 
Hey I did a blind playthrough or your map I hope you enjoy! Feel free to recommend me other maps of yours to play :)

https://www.youtube.com/watch?v=_AvxQ7Hg5kM
tonyofpureevil 21 Jun, 2016 @ 10:11pm 
What a waste of time and talent!
TheAwesomeHyperon 21 Jun, 2016 @ 1:48am 
great map, but sometimes there berral wont load
cochetmichel49 20 Jun, 2016 @ 4:42am 
Nice idea ! But not in the mind of portal, too much near a shoot-them-up !
But very good job.
Jac Blake 19 Jun, 2016 @ 11:57am 
Great fun. Although, the crosshairs were WAY off...too high. makes aiming slightly challenging.
Malfaction 19 Jun, 2016 @ 7:30am 
Nice idea! Thumbs up!
wanders 18 Jun, 2016 @ 9:55pm 
THIS IS SO COOL
Peterus  [author] 18 Jun, 2016 @ 4:53pm 
Thanks for the criticism, in the next implementation i will reduce the wind-down time, and add a text indicator in the bottom left corner showing the status of the weapon. The turrets will also have some sort of indicator showing they that can't be picked up.

By the way, the wind-down time was implemented so that users can't spam shots into a room.
Finley 18 Jun, 2016 @ 2:57pm 
:steamhappy:as soon as i read the name i knew i had to play it:steamhappy:
EllaBrella 18 Jun, 2016 @ 9:13am 
(2/2) Lastly I had an issue with the weapon itself. From the sound effects I gathered pretty well that it had a charge-up time. You'd expect it to be ready to charge again immediately after releasing the mouse button. But it also seems to have some kind of invisible wind-down time? This lead to a few times where I'd charge, fire, then release, then immediately start trying to charge the next shot, which never came due to the wind-down time, which only continues if the mouse is NOT being held. The combined charge-up wind-down times make the gun feel too sluggish for my tastes, and the wind-down not being shown through visuals or sound do not help at all. I'd either get rid of the wind-down time completely, or add some indicator of when the gun is ready to fire (green light on the gun when ready to fire, red when winding down maybe).

Other than that, I had a lot of fun! I love playing unique levels with new mechanics and I hope you can evolve your idea further! Best of luck <3
EllaBrella 18 Jun, 2016 @ 9:13am 
(1/2)Very interesting idea, has potential! A couple things I'd like to say:

Fast-paced gameplay where you peak at turrets around corners and time your shots so that you can hit them before they hit you is fun. Sections where you move along a corridor while crouched to avoid fire slows the gameplay down to... well, a crawl, and is less fun. You may want to focus more on challenging your player's reflexes rather than their ability to wait.

Secondly, a minor point but something I feel is important. One method of taking out a turret in Portal is to grab it before it can shoot you, and throw it. You've disabled turret pickup, which itself is fine if you don't want challenges to be solved that way. But conventionally in Portal, players would expect to be able to pick up a turret. If you're going to change the rules of the game, you have to convey that in some way. Portal 1 did this by putting unpickupable turrets into cages in one advanced chamber.