Portal 2

Portal 2

Ferris Wheel
39 Comments
Melody 9 May, 2023 @ 1:21am 
Why do you have that quarterpipe at the end of the gel runway? It looked cool but you don't need it
Azzlanoid 9 Feb, 2017 @ 1:12pm 
I almost shat myself after I saw moving portals lol
wildgoosespeeder 17 May, 2014 @ 9:18pm 
What p0rtalmaster said. Plus this map is really borderline broken. I thought clever action vs. reaction physics were going to be used with the ferris wheel and gel.
Rand0mNumbers  [author] 23 Sep, 2012 @ 8:02pm 
I made it bigger during development and a little more after initial release.
The Sojourner 22 Sep, 2012 @ 9:56pm 
How did you triple the landing platform's size exactly?
Rand0mNumbers  [author] 22 Sep, 2012 @ 9:29am 
Valve used scripts to handle the moving portals. I chose console because I had no idea how to use scripts at the time and, during development, the mobile portals command worked. The Peer Review dlc broke a lot of things all around, sv_allow_mobile_portals was one of them.

I nearly tripled the landing platform's size. I tend not to go for good Portal design.
The Sojourner 22 Sep, 2012 @ 6:45am 
Oh, I almost forgot: asbestos is not part of the test. Cave Johnson said so himself! Neither are cheats (think about it: Valve has a map with working portals on moving surfaces without the need for cheats).
The Sojourner 22 Sep, 2012 @ 6:38am 
This test took me more tries than I would like to have had. What this test really is, is a timing puzzle, as well as one of precision. Not exactly what I would call elements of good Portal game design.

For the starting ramp, some better visual direction would be much appreciated, as well as a wider landing ramp so as to lessen the precision factor.

Also, how about some autosave points to spare your test subjects a little agony?
Bob 10 Aug, 2012 @ 5:32pm 
@Dassin, there was, you had to use the gel and run off the jump
Dassin 16 Jun, 2012 @ 10:10pm 
Greate idea, could use a puzzle to get to the button.
Rand0mNumbers  [author] 11 Jun, 2012 @ 10:41am 
But..but...asbestos.
KiriMari 11 Jun, 2012 @ 8:26am 
Please make this more death-proof!
Le Petit Mort 31 May, 2012 @ 3:19pm 
Neat idea! Too bad the wheel glichily kills me!
Harricanom 22 May, 2012 @ 12:54pm 
it keeps saying this chamber is not available and disconnects help me!!!!!!!!!!
Nefnoj 21 May, 2012 @ 5:25pm 
Haha.
Nefnoj 21 May, 2012 @ 11:59am 
Cool, have you ever considered starting out your maps using the new Portal 2 map making thingy, then fine-tuning it through the Authoring Tools? The new Portal 2 map making thingy is extremely easy, I suggest trying it out. Even I made a decent test!
Rand0mNumbers  [author] 20 May, 2012 @ 6:17pm 
I've always used the Authoring Tools. My map-maker experience consists of loading the default map, jumping in, throwing some walls around, and going "huh". Then some mild complaints about how navigation differs from Max and Hammer.

Test ideas? When I take things out of context, go "that would be cool!", "I haven't seen this before", "I wonder if", etc. I usually write them down, pick one, and/or smash a few together. It took a year to make all 4 packs.

Lately, I've been looking at revisits of what I've done. In some maps, I tried a revisit or two, but didn't give them a good chunk of thought.

Cognitive Surplus.
Nefnoj 20 May, 2012 @ 6:10pm 
Okay!
So quick question: where do you get your ideas for tests 'n' stuff? Do you ever start out your maps using the new Portal 2 map-maker thingy, or do you use the Portal 2 tools for the whole thing?
Rand0mNumbers  [author] 20 May, 2012 @ 6:08pm 
Wrong wall. Although, I might take care of that one too.
Nefnoj 20 May, 2012 @ 6:07pm 
Aw, but if it's any higher, my "your" might not work!
Rand0mNumbers  [author] 20 May, 2012 @ 6:07pm 
Probably mine since I know exactly what he's talking about. The platform was made longer, not taller. I'll look into plausible height extensions
Nefnoj 20 May, 2012 @ 6:03pm 
Which "your"? My "your" or his "your"?
lostil 20 May, 2012 @ 4:20pm 
I used your method of solution, and ran into a small issue a few times. The catch wall on the secondary button platform needs to be a bit taller, i flew past it more then once. Not sure if that is just me though.
Nefnoj 19 May, 2012 @ 7:55am 
I just took a look at your video of this... That explains everything.

The problem with my way is that it's really easy to miss and die, expecially since the surface below the gel thingy has a little ridge facing the button.
Rand0mNumbers  [author] 19 May, 2012 @ 12:06am 
HAHAHA! Excellent! I totally did not think of that!
Nefnoj 18 May, 2012 @ 9:02pm 
http://www.youtube.com/watch?v=tmVMpn2U3OY

The quality is terrible, sorry 'bout that.
Rand0mNumbers  [author] 18 May, 2012 @ 7:54pm 
Thank you.
Nefnoj 18 May, 2012 @ 4:53pm 
I'll put up a videro on how I solved it. I'll tell you when it's up.
Rand0mNumbers  [author] 17 May, 2012 @ 11:10pm 
The problem with gel is it can go anywhere the player can (mostly). If putting gel on the wheel was part of your solution, I'd be very interested in seeing how it worked.
Nefnoj 17 May, 2012 @ 9:35pm 
Quick question: how am I SUPPOSED to solve it? Does it involve putting running gel on the wheel? If not, woopsies.
TreNathan 16 May, 2012 @ 10:28pm 
Oh ok, then maybe it does work. I just turned it on again just in case it didn't. I read your map's description first so I remembered that it needs cheats to work and when that happened to me, well it seemed obvious to be safe :)
Rand0mNumbers  [author] 16 May, 2012 @ 10:25pm 
The cheats were supposed to be turned off instantly. I need them on to enable moving portals. The Peer Review DLC broke the reliability of setting the variable without cheats on in my maps (Valve's maps are unaffected, go figure). The unknown command is for the "wait;"s I inserted that, apparently, Source no longer recognizes.
TreNathan 16 May, 2012 @ 10:21pm 
Well the same :P Intense moments. I forgot to point out that whenever I tried to play the level it quickly disabled the "sv_cheats." So I had to set it back to 1 otherwise I guess the level wouldn't work. In the console, when it turned cheats to 0 it said "unkown code input" after it. Something like that.
Rand0mNumbers  [author] 16 May, 2012 @ 10:12pm 
Haha. Glad you made it through. That does make me wonder, what did you do in the main game? xD
TreNathan 16 May, 2012 @ 8:36pm 
btw ...the level, not sweating and shaking... lool
TreNathan 16 May, 2012 @ 8:35pm 
I am scared of heights. My hands were sweating and shaking. D:

I really like it though
Rand0mNumbers  [author] 16 May, 2012 @ 2:58pm 
Thanks.

The sphere, lights, and elevators are instances. The rest was referenced from Valve's maps (i.e. what textures to use, names of models I couldn't find, etc). But I did steal the Exit sign from Valve's maps...
Ubiquitous 16 May, 2012 @ 2:00pm 
Nice design. I am planning the use the "underground" theme for my next test. Did you build everything from scratch or start with the sp_a3_speedramp example provided by valve?