Portal 2

Portal 2

Romeo and Juliet 1.2
12 Comments
Teresa 3 Dec, 2020 @ 6:05am 
A map made in 2012? I come from the discussion, deadly game.:steamsad:
Rutilus Fidael 13 Jul, 2014 @ 12:58pm 
It was a good jogging of the brain. I had to think a bit about the last couple of puzzles. Feels a bit large perhaps though. All in all, thumbs up for a puzzle room of intermediate difficulty.
Sparky Sparky Boom Man 26 Mar, 2014 @ 5:12am 
That's... a really good puzzle.
Just a little note about the design, it's impossible to have a big elevator room in such a 128x128 cubes XD
mechtakendall 1 Jul, 2012 @ 5:59pm 
Nice map, a bit too big and tedious, but overall a good effort. Enjoyed it. Difficulty 5/10 Design 5/10
KeyboardDrummer 18 Jun, 2012 @ 5:03am 
Early on I had to climb the glass structure, which was easy and boring. This activated some blobs which allowed me to do a jump. After the jump I got the impression that I should have brought the cube with me which I didn't. I didn't see a way to get back to the cube, and gave up.

The map is so large that I spent some time to looking to find a portalable surface. I'd rather play a smaller map where the elements of each puzzle are much more visible. I'd remove the glass structure in the start altogether. I also played your map drain. What I don't like about both maps is that they're huge. I'd rather play a couple of small puzzles that appear clean, and have clearly defined goals, than one huge map which concatenates a lot of small puzzles.

If you're interested in what I like, take a look it this map (made by me): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=75347549
I'd appreciate the feedback.
Nerdman264 29 May, 2012 @ 12:05am 
The level looked spectular, at the start I thought it would be easy because I can see everything, but it turned out to be quite a challenge. Note to self: always bring companion cube (and thanks thatguy007 for the handy shortcuts back when I didn't).
Geneosis 26 May, 2012 @ 2:13pm 
Not as hard as I expected ^^ But I agree with kikar : If you fall you will have to restart the puzzle at the beginning, and this can be boring when the beginning is far away from where you fell... Maybe you could add some white surfaces on the floor.

Have a look to my workshop if you have a moment ;)
frazzled 26 May, 2012 @ 10:19am 
I liked a lot of the individual puzzles. However, strung all together, it felt like kind of a hassle when you fell to the floor and had to go back, especially before recognizing the couple of shortcuts you built in. And it's a bit overwhelming at the beginning to be able to see EVERYTHING. If you think too much you can have difficulty figuring out what you should do at first. Would be better, I think, broken up into several smaller rooms, to be consumed in smaller chunks.

Otherwise, really nicely thought out and assembled. I also like the floating platform. Yours is the first map, other than my own, where I've seen that used.
kikar 24 May, 2012 @ 5:09pm 
Overall, the map was fun. I was frustrated that when I fell, especially at the end on the light bridge, I had to redo the final puzzle. Also, the one puzzle where you have the two timed panels and the light bridge, you should double check to make sure that the player has enough time to get there and back.
ThatGuy007  [author] 20 May, 2012 @ 4:38pm 
Where exactly did you get lost vmaikel?
Acunil 20 May, 2012 @ 8:35am 
Excellent changes. Well done.
vmaikel 20 May, 2012 @ 5:35am 
The only reason i got stuck in this map is because i didn’t know where to go, which get boring pretty fast. Also, use faith plates at the bottom to get the player faster back to the gravity lift.