Portal 2

Portal 2

Path of No Return?
14 Comments
Hellraiser 7 Jan, 2017 @ 9:59am 
Very nice test, nice enough aesthetics (I personally can't enjoy PeTI maps as much as Hammer, sorry).

The linkage of the button controlling the L/B, elevator & (fizzler) above was nearly un-noticed; I originally thought it was yet another Source 2001 bug (becoming invisible through glass) until I noticed it was active again after.

Other than that, thoroughly enjoyed.
Instantiation 19 Oct, 2016 @ 9:30pm 
https://youtu.be/M2zf7-puut0

I thought this was a really neat map.

...I did not immediately realize that the the round button was not important to something else in the level. I could blame the fact that there wasn't a sign from the one pedestal button to that fizzler, but I'm not sure I even registered the connection at the time. Even now I am not exactly clear on why I'd want a button to disable that fizzler, since it doesn't seem to matter.
SilverStream 8 Oct, 2016 @ 8:14am 
Oh! One more thing. It would seem that there's no thumbnail when viewing the map in the queue: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=777125162
SilverStream 8 Oct, 2016 @ 8:10am 
Very solid map! It seems that this became rather simple compared to what it was initially, based on some of the other comments. I think these changes worked for the better, because even though I stumbled through it and made a few mistakes, I wasn't really penalized for doing so, and I could tell what I had to do. I still had to think about what I had to be doing, which certainly adds to the experience when playing a puzzle game.
Thumbs up!
Beneficial  [author] 7 Oct, 2016 @ 9:30pm 
For what it's worth, I've gone back over to unclutter some elements.
Rector 7 Oct, 2016 @ 9:29am 
I didn't upload my blindrun (which actually just consists of one hour of me trying to unsuccessfully break the puzzle) so here's a video of how I solved it.
Solution video

The middle area was very cluttered, so I got confused real quick.

Thumbs up! :p2cube:
Beneficial  [author] 23 Sep, 2016 @ 5:17pm 
RectorRocks:

I won't be revealing too much by saying that you should take a moment to consider whether you have yet pressed every pedestal button in the chamber. That should get you on the right track. You're actually the second person that needed a prompt at this point in the chamber. I wonder if perhaps at a subconscious level the overgrown design makes an out-of-reach pedestal button just look inoperative rather than an integral part of the solution. Or maybe some other design element needs to be changed. Anyway, you have your clue. Let me know if that gets you unstuck.
Rector 23 Sep, 2016 @ 3:48am 
I am stuck :^)
After pressing the button-activated switch in the laser field room, it activates an angled panel near the cube dropper. (I know that's there if you accidentally fizzle it it will go to the main area) I now have the cube in the main area but I have no idea what to do after that.
levitatingspleen 6 Sep, 2016 @ 4:44pm 
The lasers are fine where they are, I was just illustrating the point that players are faced with a lot of elements when they start the test. The trouble with lasers also is that you need a cube to test what they do.

The changes that are made honestly make the test play like night and day. I'm glad that the feedback was beneficial ! (I realised that was pun as I typed it, but decided to keep it in anyway.)

I noticed the bug too, that is very weird. What's it getting caught on I wonder?
Beneficial  [author] 5 Sep, 2016 @ 9:32am 
I've decided to keep the lasers in the main room. They have a secondary purpose of being helpful guides for where the player should stand when changing light bridge orientation.

Also, in the early stages of the chamber, there's an annoying glitch where the cube will stick to the light bridge and not fall properly (about 30%) of the time. I can't figure out a way to prevent this. To help, I introduced a fizzler. But this does not fully solve the problem, and the glitch may still cause some annoyance for the unlucky players who encounter it.
Beneficial  [author] 5 Sep, 2016 @ 1:13am 
levitatingspleen, thanks for the useful feedback. I have updated the map taking into consideration many of your observations: 1) I added a flip panel which allows getting back up easily to reset the final puzzle element, if you lose your portals/light bridge; 2) I implemented a dynamic which spits the cube into the main area (after first freeing it), so that if it gets destroyed accidentally, it's is reobtained more easily; 3) I gave an extra second for the timed lightbridge element, 4) using an OR logic gate, I was able to reduce the number of light bridges to 2 (from 3) (though the signage may be confusing??).

I could eliminate the two lasers in the main room. But without them, would the player know to bring the cube with them to the final stage. Is that a bad thing? What do you think? I invite any other feedback you have to offer. The chamber is definitely improved as a result of your observations.

levitatingspleen 4 Sep, 2016 @ 6:12pm 
Part 2:

the greatest challenge is to suss out what needs to be done. Even when you do pick up the thread, the way the chamber is designed as a path, means that if you make a mistake, you have to reset your progress. For example when you use the lightbridge and the timer, there's no room for any delay, resulting in liberal use of the quicksave key or resetting your portals again. Dropping the cube on a bridge, or accidentally fizzling it resets the chamber as well.

I'm sorry if this comes off as unduly harsh, because I like the ideas of the chamber. I feel like the design and player connivence could use some work though. I hope this feedback helps!
levitatingspleen 4 Sep, 2016 @ 6:11pm 
Part 1:

First off, well done on the conversion of this chamber into a decayed theme! It improves the look substantially and actually removes one of my complaints about the initial build, that it was not very well lit. However I did have another issue that is preserved throughout this stylistic change. The chamber feels like the skeleton of an interesting test trapped in over-design. There's good ideas on the table, I like the use of the piston platform as an impromptu timer to block the laser. However a player is confronted upon the beginning of the test with four laser emitters, three lightbridges, fizzlers, laser grids and it's overwhelming.
Faust 3 Sep, 2016 @ 1:07am 
NIce!
I stumbled onto this in newest chamners quickplay and its competence amazed me! Very nice!