Portal 2

Portal 2

Labyrinthine Treasure Hunt
72 Comments
carol  [author] 9 Apr, 2013 @ 5:18pm 
LOL - it is long ;-) Hope you enjoyed. Not all my maps are that feindish - some are just for fun and trivial too,

Watching your video I noticed
1) Easier way to get the cube in the funnel in room 1
2) Dealing with the the first turrets was a new approach to me - nice
3) Your leap from the ledge into the corner button (just after the orange beam) was interesting - didn't think that was possible ;-)
4) Not sure why there was no indicator at the door for your last step - odd that?


Nicely done ;-)
GraveNoX 9 Apr, 2013 @ 4:17pm 
That was really hard (at least for me), my solution from 2nd try: http://youtu.be/CAqHTlpY78Q
carol  [author] 6 Sep, 2012 @ 2:41pm 
LOL - that's fine - fixed now?
Geneosis 6 Sep, 2012 @ 2:23pm 
Well the first room looks better now ^^
But I'm really sorry about that [www.filedropper.com] :p
carol  [author] 4 Sep, 2012 @ 8:29am 
Right - OK I can fix that then ;-)
Geneosis 4 Sep, 2012 @ 8:28am 
Hem if I remember correctly : I placed a portal close to the faith plate and used the fall speed to reach the button ^^
carol  [author] 4 Sep, 2012 @ 8:20am 
How did you get the cube in the gel room with out the speed gel? I know others managed that beofre but I thought I had fixed it (damn)

I'll also take a look at the funnel toggle button to see if I can make it clearer.
Geneosis 4 Sep, 2012 @ 7:53am 
Oh and I forgot something : Never used speed gel ^^
Geneosis 4 Sep, 2012 @ 7:35am 
Well I was about to give up when I saw that the orange funnel where I placed all the cubes transported me back to the beginning XD But after looking around, I realised that a cube button will reverse the funnel :p I suggest making this link more evident because it's really frustrating to reach the first room and don't know what you could do to continue other than restarting completely the puzzle ^^"
For the rest that was a really cool map,liked it!
carol  [author] 2 Sep, 2012 @ 5:04pm 
Improved signage in the central corridor/hub area and alsoprovided a solution for a potential (if unlikely) trap scenario. (Thanks Hawk for pointing out the problem)
carol  [author] 24 Aug, 2012 @ 1:19pm 
Great - hopefully after today's mammoth editing effort all the anomalies have been removed (and all the unintended shortcuts trapped for). I must admit I will be glad to leave this map - it has been a hugely time intensive effort over months!!!
commander2005 24 Aug, 2012 @ 1:15pm 
o.k.! all details much more clear. now this treasurehunt puzzle works fine :)
carol  [author] 24 Aug, 2012 @ 10:35am 
Another reworking of the whole map. No more long journey by funnel after the light bridge room! (no funnel in that part). Various tweaks to remove glitch based cheats (UnableRouge these are for you - LOL). New mechanism added to stop using the wrong objects from section to section. Slightly redesigned light bridge room - and slightly rearranged use of objects to control fizzlers. Made the vertical tower puzzle a bit harder (needs better coordination).

I hope this is the final incarnation of this map - it is still organisationally challenging but hopefully it is also now much clearer what needs to be done and when.
carol  [author] 24 Aug, 2012 @ 1:57am 
If it now works I am going to leave it alone now (at least for a while) as I am a bit fed up fiddling with this one and would rather make some new maps! I know there are a couple of areas where you can take shortcuts but that is fine. I would be curious to know how you void using the gel now. If possible can you record that room and post it on youtube. Recording instructions are on: http://forums.steampowered.com/forums/showthread.php?t=1852690 (see the post by leahcim at the bottom of the page) or if you prefer a video tutorial see http://www.youtube.com/watch?v=uUS4fnr_SGI

Whatever you do don't try to record the whole level asa film it will be very large files and very time consuming!

If that is all too much hassle can you just do the first part and record a Demo file and then contact me privately for where to send the file.

Cheers

Carol
UnableRogue 23 Aug, 2012 @ 9:45pm 
The way you solved the trapdoor issue was fantastic. I didn't know how to make it simple but you certainly did. There is still a way of avoiding using the gel but its too insignificant to worry about. The map doesn't need anymore changing. It was a good idea getting rid of the long passage to the exit. Nice job Carol.
carol  [author] 23 Aug, 2012 @ 9:57am 
OK - I have updated a number of areas to address the problems you described.

Have another go and see if I have got it now!
UnableRogue 23 Aug, 2012 @ 7:10am 
Sorry bout that. I really opened up a can of worms on this map for you.
carol  [author] 23 Aug, 2012 @ 6:53am 
Bum - one fix leads to another - I will try to clarify what closes the trapdoor - the idea was to force you to collect items in a sensible order but I don't want that level of frustration caused!
UnableRogue 23 Aug, 2012 @ 6:44am 
I like the changes to the light-bridge room (though I liked the old one too).
The trapdoor to the ball and laser cube was frustrating.
I didn't know what triggered it and I didn't know if I had to remove a cube from a button or place a cube on a button or something else.
I had to backtrack all my steps to find it. If it wasn't your map then I probably would have just skipped it and gone to the next map.
I like all the other changes though.
I have never once used the orange gel. I save time by using the faith plate to bounce me up to the trapdoor. There is just enough of a lip to hold me and then I portal jump to land on top of the pedestal button. Making the faith plate bounce you straight up into the air will eleviate that issue. The funnel is there anyway to catch you.

I figured out why your maps are awesome. You've had heaps of practice creating test chambers havent you Caroline *AHEM*glados*AHEM*
carol  [author] 22 Aug, 2012 @ 5:55pm 
Modified the lightbridge room again because I made it too easy (by mistake) - not that it is a difficult puzzle anyway!
carol  [author] 21 Aug, 2012 @ 2:43pm 
I have revamped/redesigned a number of areas of the map. It is still not totally bomb proof (if you want to do things in the wrong order is it is still possible) but the sequence of events should now be much clearer. A number of areas have been completely redesigned with new puzzles. Let me know if you find any more anomalies or oddities - my mind is getting boggled looking at it and I am sure I have missed something!
UnableRogue 20 Aug, 2012 @ 5:42am 
I like the changes. That first room is much better.
carol  [author] 20 Aug, 2012 @ 4:49am 
Fixed another potential trap point and redesigned a couple of areas of the map. First room has now lost the moving platform and has a bit harder puzzle, The central hub room (with three turrets and the ball button) has been modified to ensure the gel room is not omitted by mistake.

Hint: I have struggled to make the sequence clear because I have run out of components that compile. The central hub room is a useful central storage point for objects you collect - you only need to carry one cube from here to the next puzzle room (preferably not the lens cube).
carol  [author] 19 Aug, 2012 @ 3:31pm 
Its OK feel free to tell me - so long as any alternations don't need new objects in the game because it is currently creaking at the seams when I try to compile it!

By the way it isn't always a bad thing to do things in unintended ways - i tis only really a problem if it trivialises the map or makes things harder than they need to be. Feel free to record your exploits and post a YouTube video! (don't feel you have to record the whole map - it gets VERY big!)
UnableRogue 19 Aug, 2012 @ 3:22pm 
That fizzler did the trick. I now see how that room is meant to be done. Going through the map for the 3rd time has made me see that funneling those 3 cubes to the exit was not the easiest or fasted way of doing it. There are still a couple of things that I can avoid or do differently than you intended but I feel too bad saying them since you have already put in a lot of effort in this map and the map is pretty sweet already.
carol  [author] 19 Aug, 2012 @ 9:57am 
Unable Rouge: OK I have had a fiddle again - see what you think now. I have eliminated the first room issue and stopped you portaling a funnel into the vertical tower. I am not bothered about chucking 3 things into the funnel to finish - that was my original intention!!! I have made it easier to recover though is you forget something!
UnableRogue 19 Aug, 2012 @ 12:33am 
SWEET you tweeked it cause of me :D I like this map even more now cause of that. It's going to my favourites list. Unfortunately though I still dont know in what order to bring the cubes to the exit. I still throw 3 cubes into the funnel at the same time to go to the exit and I still use the funnel to climb the room to the companion cube, your suggestion of the fizzler would eliminate that. Since you have changed the beggining with the big fizzler wall I no longer need to use the moving platform to hit the pedestal button, removing white panels would help that. It is a cool map none-the-less and even moreso since it was one of your first. Keep em coming. :)
carol  [author] 15 Aug, 2012 @ 7:07pm 
Modified map to fix a potential problem of retrieving objects in the wrong order. The original solution is still the most effiecinet but there are now alternatives if you don't quite get it right so that you don't get trapped!
carol  [author] 14 Aug, 2012 @ 5:04pm 
Decided to fix UnableRouge's shortcut. Added a glass panel to stop use of funnel to make a shortcut.
carol  [author] 11 Aug, 2012 @ 5:07pm 
PS: It was one of my first maps and I went a bit overboard - hopefully my other maps are a little shorter and to the point ;-)
carol  [author] 11 Aug, 2012 @ 5:06pm 
Interesting idea - I hadn't thought about that ... I could solve the problem by puttling a fizzler at the room entrance but I am not sure I can be bothered ;-) 10/10 for a new idea though and I am glad you enjoyed the map.
UnableRogue 9 Aug, 2012 @ 9:27pm 
That was a good map. It was large but it wasn't confusing. I don't think I did it in the correct order though. It was good because it made things a little easier.
I was able to take the laser cube, a weighted cube and the ball to the exit in one hit. I was able to bypass all those portal jumps in the room were the companion cube was since I was able to create a portal at the funnel near the exit and then use it to push me all the way to the top of the companion cube room.
carol  [author] 5 Jul, 2012 @ 5:26am 
Now added a door/cube-button to discourage the carrrying of the laser cube. Hopefully this will make it slightly clkearer what you need to carry and what you don't!

Added a tweak to make one of the final cube placements more thought provoking.
commander2005 4 Jul, 2012 @ 1:42pm 
yes i know, directly :) the other way: all cubes, balls via portals and red gel through this room....red gel in each corridor. it's funny to slide and jump: if you want, have a look at my map "secrets":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=78769402
carol  [author] 4 Jul, 2012 @ 12:04pm 
Sorry why does it take 4 seconds to catch a cube? Just catch it on the run and keep running - you don't have to stop.
commander2005 4 Jul, 2012 @ 10:15am 
sorry, sometimes my brain has a blockade: It's sooo simple to make the lightbridge, then maximal 4 seconds are needed to catch the cube...one spare cube (lens cube), as i reached the exit: screenshot. It' funny to burn the 3 turrets in the back room behind the laserfield :) thx!
carol  [author] 3 Jul, 2012 @ 3:23am 
OK added a fizzle in the lightbridge room to stop carrying unneccesary items - will add a platform so it is clearer where you are going!

Rearranged the faithplate in the gel room so it is notw clear you can't use it to press the button!

Unfortunately that map has now got so many elements that the complier fails with an error so I removed the opening turret sequence.
carol  [author] 3 Jul, 2012 @ 2:12am 
commander2005: Thanks for the comments:

1) The faithplate is not there to push the switch - I hope you can't do that because it isn't and intended solution and it means moving the faithplate if you can. You hit the switch using the orane liquid and launching from a protal - at which point you can do it every time with careful placement of portals)

2) The light bridge is causing people some frstration as they are taking things with them - maybe aI have to rethink that part of the puzzle. The only thing you need to take is the cube that drops when you push the button - the otehr cube can be reclaimed easily later. The timer is set so that you can run across the lightbridge and grab the cube as you run - just keep going through the portal and you find yourself near the exit

There is a somewhat out of date video solution in the description which still gives you clues to most puzzles (ligt bridge hasn't changed at all).
commander2005 2 Jul, 2012 @ 5:57pm 
funny map, thought out as usual, but it's very hard to play at this point: jump onto the plate + push the button = both by fortuity! , then lightbridge comes for few seconds: have to get down and target, make portal for lightbridge and portal lightbridge for cube (falls down prompt), collect the cube, get back in secure terrain...One cube left to get out exit. thx :)
carol  [author] 21 Jun, 2012 @ 1:06am 
When you lost the ball did you notice that I added a shortcut back down to where the ball was obtained from the ball button you used first. Just portal back down the hole you came from - I removed the laser field so you could go back and get another ball if you needed to. Actually I don't apologise for losing access to the central corridors after removing the ball - the sequence you do things is part of the puzzle and as I said there is now a fairly quick shortcut if you need it.

I don't mind how you deal with the opening turrets - alls fair in love and war!
Rengor 20 Jun, 2012 @ 10:21pm 
Sorry got a bit lengthy again, so not a lot of room for spoiler tags, just delete as needed.
I would say though, it's a whole lot better than it started out. There's still some non-linear places, and as mentioned below, in those you can get stuck alas or have to redo significant parts of the map. I do agree that it would be more fun being non-linear, where you could explore at will, but unfortunately that comes with the price of having to account for all the crazy things players like me do!
Rengor 20 Jun, 2012 @ 10:17pm 
#1/2
During the turret start I can crouch and pick up the turrets underneath me to skip a bit of a challenge there. Probably not terribly common to do.
Getting that first cube looks to be a matter of using the platform twice to get the exact spot where it's placed , I like that.
I can still put the cube in the cage if I want to, by firing a portal from the tractor beam, and jumping over onto the faith plate is fairly easy. Granted at this point I don't think people will, because they don't know they have to return later.
After I get the ball, I think I'm meant to take down the turrets with the laser? Which I think is a great solution. But if I get the angle juuust a bit too sharp on the cube, then I can't hit the right most turret, then I have to go back up and change the angle which seems a bit harsh.
Rengor 20 Jun, 2012 @ 10:17pm 
#2/2
After placing the ball, I can go to the light bridge room, but it's not super obvious that I need a cube here first, I just happen to know that. They might spend time in here trying to figure out how this works in vain.
As mentioned previously, most players won't know to keep running on the light bridge, they will instead jump off the platform and return to the gel room where they will get stuck. I think it needs to be really visible where that light bridge comes from.
OK I screwed up, I needed to return the ball and cube to the exit room, well the ball is the first I come across, so I set up a portal and move it to the exit room, well then whoops I realize that was for the fizzler and now I can't get the cube through, and actually I can't return the ball either because of the fizzler, so now I have to go all the way back and get the ball. Very few would bother doing that.
carol  [author] 16 Jun, 2012 @ 4:44am 
Thanks for the comments Rengor - you have a brilliant mind for solving puzzles in unintended ways ;-)

I just uploaded a new version with your shortcuts excluded (hopefully) and a couple of traps/gotchas removed. I have also added one quick shortcut if you do at least one thing in an unintended order and I revamped the gel problem a little!

Let me know if you still find things that you shouldn't be able to do!
Rengor 15 Jun, 2012 @ 8:22pm 
dang meant to use "spoiler" not portal in the tags, guess I've been spending too much time in there!
You may want to delete if there are too many spoilers in there, I had to cut down the text to fit.
Let me know how to proceed, I don't see how it's possible right now, then I can continue with the rest.
Rengor 15 Jun, 2012 @ 8:20pm 
#1/2
From the track platform I can jump down on the faith plate and get up on the next level, even without using the track. This means I don't have to work to revisit this room later, if that is a key part of the puzzle?
Dealing with the 2 turrets is more enjoyable now, though that glass panel and button is unnecessary now, you could save some entity points for something else there if you're at the limit.
The double use of the laser portal is a great little puzzle.
[portal]Coming out on the cube button, it can be tricky to see the wall to portal on.[/portal] I suspect those on a darker laptop would have a problem spotting that. Maybe a light near it would help.
I set down the ball near that turret to go deal with him, and while doing that the ball rolled all the way down and hit the fizzler, doh! While that's not terribly likely to happen to a lot, it's one of those situations where back tracking to get that ball again is a really long trek that might make some quit.
Rengor 15 Jun, 2012 @ 8:20pm 
#2/2
The faith plate in the gel room hits you above the opening and drops you in the goo.
From this high spot I was able to jump over on the button and trigger it to get the cube, I think this is where I'm supposed to use the gel, I do see the previous tractor beam spots have been removed so I can't use those. Granted this jump is not too likely. I think the type of button here will confuse a bit, you'd expect to send a cube in with a tractor beam on it, maybe a floor button could be used instead to indicate they just have to flip it.
It would be nice to see what the button for the light bridge does, before I press it.
At this point I have an extra cube, technically I have two, but at this point I'm probably not supposed to know I need the other one again. But I don't know where to take that cube, I haven't seen an open cube button, I just know that I just used a cube to get a cube.
I'm stuck now. I assume I need to use the speed gel to get up on that platform, but I don't see how.
carol  [author] 15 Jun, 2012 @ 5:50am 
Taken Rengor's comments to heart. I have made a few more tweaks added - route is now just about linear until the final stages.

I have added between room visibility in some places to give a better overview of sections of the map.

I have improved clarity of which buittons are required - and what they do (except the first room where there is a choice - but only one of them lets you continue).

A potential trap in the flying tower now has escape route - but beware the new liquid!

The laser/turrets puzzle has been extended and the door to the undercroft can no longer trap you.

You still have to remember where you left things - and apart from the first cube you need them all in the right place to open the exit!

Let me know if any more glitches or unintended shortcuts exist.
carol  [author] 12 Jun, 2012 @ 5:19pm 
Hi everyone - since you subscribed to my "Labyrinthine Treasure Hunt" map I thought you might like to know I have just added a new map. See https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=76494425

No labyrinth this time (just a single room) with leaser and fuinnels. Please remember to rate and leave feeback.. Enjoy.
carol  [author] 12 Jun, 2012 @ 11:27am 
Rengor: (Spoilers hidden)
In the speed gel room there are two cube droppers - one is dropped by pushing the button above the door to the passage (it falls to the portal surface ground next to the orange paint), the other is dropped from the aerial room (off the far corner of the gel room with a light stip next to entrance). You need both to get out at the end.

As I said the only rooms that aren't accessible from almost anywhere are the light bridge room (but that is just a short walk from where you drop the sphere which is always accessible until you move the sphere) and the exit room (which is only really needed to get out at the end).[/spoiler]

The problem with blocking all the rooms until you need to be there is that it rather removes the idea of a labyrinth.

Just produced a new map (a single room - so no problems with getting lost). Give it a go: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=76494425