Portal 2

Portal 2

Exploration
48 Comments
LPChip  [author] 2 Aug, 2021 @ 12:54am 
Good job. Yeah, they are solely meant to exit quicker. You solved the puzzle, so why walk? although it is a short walk anyway. :)
bullfrog 1 Aug, 2021 @ 10:55pm 
Good puzzle, thumbs up. It took a while to realise how to use the blue gel properly, but after that things went smoothly. I did it as per your video, except I didn't use the flip panel or portal surface in the exit area, which I now assume are just there to save a bit of walking?
LPChip  [author] 24 Jul, 2021 @ 5:57am 
Thanks :)
jandlml 21 Jul, 2021 @ 7:52pm 
fun map!!
LPChip  [author] 21 Nov, 2019 @ 9:34am 
Thanks. :) Glad you liked it.
lfairban 18 Nov, 2019 @ 11:01am 
Great map. Interesting use of repulsion gel.
LPChip  [author] 28 Sep, 2016 @ 2:37am 
@Sadiquecat: yes. :)
Sadiquecat 27 Sep, 2016 @ 4:44pm 
Oh sorry didn't see the solution video, yep I just threw the cube on the other side than lb did ^^
Sadiquecat 27 Sep, 2016 @ 4:36pm 
Oh I think I'm getting something here, we arn't suposed to throw the cube to the entrance side, but are we ment to go on the platform from using the blue gel thingey?
LPChip  [author] 27 Sep, 2016 @ 1:09pm 
Thanks LB, fixed that cube throwing that already was supposed to be fixed. :P
@Sadiquecat, yeah. I tried to minimize the walking as much as possible, but I couldn't make it too little otherwise I was sacreficing the puzzle.
LB 27 Sep, 2016 @ 9:51am 
Neat map, here's my blind playthrough: https://www.youtube.com/watch?v=GeTOPfuNhpE
It took me a while to figure out what to do and even then I did it the hard way at first.
Sadiquecat 27 Sep, 2016 @ 9:03am 
Love it, a bit to much walking to my taste. Got me thinking but it wasn't too hard ^^
Spaceminnow 19 Sep, 2016 @ 2:27pm 
I deleted some comments to clear up your page...
Spaceminnow 19 Sep, 2016 @ 2:26pm 
Well then... there is a small weakness to your puzzle players will use...
LPChip  [author] 18 Sep, 2016 @ 5:53am 
I've updated the map. Note, the solution video still shows the intended version, but the map has changed since, so things will look slightly different.
LPChip  [author] 17 Sep, 2016 @ 3:34am 
I might be able to solve the cube stacking problem, but I don't want to due to how much worse the chamber will be as a result.
LPChip  [author] 16 Sep, 2016 @ 1:32pm 
@unowninator: That part is totally optional, and only added to prevent walking a lot when you have the test solved.
Unowninator 16 Sep, 2016 @ 12:20pm 
If you want to make the level a bit harder, you can win without the portalable wall across the exit, by fizzling the laser cube.
LPChip  [author] 16 Sep, 2016 @ 6:02am 
@Old Git: Tnx. :) A solution video has now been added. With great thanks from Old Git for providing it. :)
Old Git 16 Sep, 2016 @ 5:53am 
@LPChip, you're welcome to use my walkthrough video :-)
LPChip  [author] 16 Sep, 2016 @ 5:14am 
@Spaceinnow: seems you found an unintended solution by stacking two cubes, though it was reported earlier by someone else, its something I won't fix. I may be able to fix it, but that will make the normal solution more unobvious or make the chamber look ugly.

@Old Git: That is the intended solution. Congrats. Mind if I use your video as a walkthrough video, and attach it to this puzzle?
Old Git 16 Sep, 2016 @ 2:05am 
@Spaceminnow - no cube stacking required! Here's my walkthrough: https://youtu.be/ZwmdMmEH4Go
Spaceminnow 16 Sep, 2016 @ 12:59am 
Ok I found the solution. I didn't like that I had to stack cubes and spam the jump key to make it to the ledge. A little cruel. Stacking cubes is ok. The idea to jump wildly to make the ledge isn't good in my opinion. However, I did learn from this puzzle that a jump to a ledge is possible with two cubes and spamming jump. The double cube drop problem happend agian in the tractor room. Maybe the dropper is too close to the floor or it's defective. Maybe replace it?
Old Git 16 Sep, 2016 @ 12:55am 
@Spaceminnow, in the latest version (1.4) the laser catcher does activate the flip panel above the fizzler (and it de-activates the fizzler). The flip panel opposite isn't even strictly necessary but it saves a bit of back and forth getting the cubes into the exit area.
Spaceminnow 16 Sep, 2016 @ 12:09am 
I did that. Looking at the photo... a major change was done. The version I played the laser catcher is attached to the flip panel...
Old Git 15 Sep, 2016 @ 11:41pm 
@Spaceminnow, I assure you it is solvable. You need to get the reflector cube onto the lower level floor button
Spaceminnow 15 Sep, 2016 @ 8:41pm 
Please check your work. It appears to be unsolvable from the version I played. I reloaded the puzzle several times to be sure I have latest version. I did solve it initially before your latest comment. The cube dropper dropped two cubes!!! I was then able to solve it ok. If the double cube drop is part of the solution...welll...that is not good. I have idaes to fix it to make it better if your interested to see...
LPChip  [author] 15 Sep, 2016 @ 1:41pm 
@dven1, I've patched it now. glad you liked it though.
LPChip  [author] 15 Sep, 2016 @ 1:41pm 
@Old Git, thanks for finding that unintended solution. I've patched it.
dven1 15 Sep, 2016 @ 1:03pm 
Nice map, well made and lit. I'd gone up there and jumped before but not from a cube. It worked! Thanks for your work.
Old Git 15 Sep, 2016 @ 12:21pm 
If I take a cube above the fizzler I can jump from it and shoot a floor portal:
http://images.akamai.steamusercontent.com/ugc/477768837558616268/415E7DA3224461A9F59F101AA07167AA8F42E310/
LPChip  [author] 14 Sep, 2016 @ 1:19pm 
@Stagger Lee: At least you did solve it, and even more crazy, you enjoyed it still. A recepe for awesomeness I'd say. :)
Stagger Lee 14 Sep, 2016 @ 1:14pm 
I hate that I needed a hint.
LPChip  [author] 13 Sep, 2016 @ 4:55am 
You indeed cheated a bit...Not sure I can prevent that though.
quat 12 Sep, 2016 @ 3:42pm 
I did cheat a bit in my solution: http://i.imgur.com/2dDVjeJ.gif

Lol

Nice map
LPChip  [author] 12 Sep, 2016 @ 12:58pm 
I have added a few lights here and there. Adding lights into the area at the laser catchers really makes that place ugly, so I didn't do that. I did place lights at the piller where you enter that room, and to a few other areas. I don't think the map got any better due to it, probably worse even, but I hope it makes things easier to see. Bye bye asthetics.
suanpan 12 Sep, 2016 @ 8:26am 
These are just my idea, is not necessarily the best, your idea is good too,you need to decide by yourself. This is not the only,there are many ways,for example,can also add the light on the ceiling and more.:D
LPChip  [author] 12 Sep, 2016 @ 7:45am 
Ah, that was actually a design choice. I think that area looks so much better when only the laser is activated and there are no lights. There isn't much to be done and whatever there is is visible enough, which is why I kept the lighting to a minimum there. I'll think about it though and maybe I'll add some lights there.
suanpan 12 Sep, 2016 @ 5:26am 
Hmm.. For example, I personally think that this hall is a bit dark, especially the bottom part. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=762521274 This is ok, but it can do better.Some of the problems about aesthetics are a little difficult to describe.I recommend that you can refer to Polux‘maps.They give me a lot of inspiration,about lighting and the layout of the wall(Some concave and convex).Hope to be helpful.:)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=752193334
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=731464948
LPChip  [author] 12 Sep, 2016 @ 4:18am 
@suanpan: Thanks. Yeah, they are indeed for your convenience. IVO also suggested adding lights. Where would I add them? I thought they're sufficient by now.
suanpan 12 Sep, 2016 @ 2:01am 
Nice puzzle and funny.
I didn't use these two parts,I think it might be for convenience.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=762466364
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=762466352
If you add some lights can make people more comfortable,I think.Thanks for your work.
LPChip  [author] 11 Sep, 2016 @ 2:57pm 
@libbybapa: thats completely intended. The things you did not do are only there so it goes a bit quicker. Saves you walking back and forward, as you can now just portal and get them in the final area quicker.
Donderbus 11 Sep, 2016 @ 12:58pm 
Supergoed! Very fun to play. Right difficulty :P
First part I was like... wtf, how is this possible? and then I felt stupid. Thanks for that :P
Favourite.
LPChip  [author] 11 Sep, 2016 @ 9:46am 
I've patched the problems as far as I could.
LPChip  [author] 11 Sep, 2016 @ 9:19am 
Thanks for testing. I'll make changes to the mentioned items where I see fit. As for items not having anything to link to: Whenever I do this, they are optional items. They are there just to make part of the puzzle easier (so you don't have to walk that much, which otherwise just by walking is possible) This is what the sphere button mainly does and which is why there are flip panels and fizzlers with no visible connections. I would've hidden this completely if I could so the items just show up, but unfortunately Portal2 PETI does not work like that.
jgaultney 11 Sep, 2016 @ 8:24am 
I got off to a rather slow start but after that, things went fairly smoothly. :) That slow start
caused me to find one (small) unintended. The cube from the funnel area can be
tossed over the wall at the blue gel spot. It wasn't until later that I saw the intended way. :steamfacepalm:
| \_/ () 11 Sep, 2016 @ 7:11am 
And just for fun - I can get stuck if I throw my reflective cube through the laser grid. I know it's a stylistic choice but when I see a laser grid I'm immediately thinking why I should pass a cube through it (after all, that's why they're used for - cubes pass through them without any useless test subjects interfering).
| \_/ () 11 Sep, 2016 @ 7:09am 
I was wondering why it took me so much to get to theupper area and it hit me - the map isn't lit very well. I'd suggest using more observation rooms. Have at least one in each room, so the light they cast can cover as many surfaces as possible. I think that's the reason couldn't see e.g. that I can walk on the blocks over the fizzler More light strips wouldn't harm either.

I think the test is very nice, it uses portals in more ways than other puzzles of the same type.

I don't like the elements that have no connection visibility. At the end I forgot that flip panel existed. I didn't know what the sphere button under the ball dropper does and had no idea how to turn off the fizzler opposite the exit. I know shapes aren't preferred so much these days but I think signages really wouldn't harm this puzzle.