Portal 2

Portal 2

Portal 1 Remastered #2
15 Comments
Быков А. Е. 1 Jun @ 12:32am 
Good!
Jeevse 2 Mar, 2018 @ 1:23pm 
Erm... Why is her last voice clip incorrect? She doesn't say that until around Chamber 15. Also, it's almost inaudible.
petthepetra 12 Feb, 2018 @ 5:12pm 
You can actually jump around the second door in the first room without getting the Portal Gun, and get stuck in the next room. Otherwise, OK remake.
TheGeoBirb(*)> 12 Feb, 2018 @ 12:34am 
I really like it, but the audio has some issues esp Glados overlapping dialogue and at the end it sounds like she is far away. Then theres the small detail if u wanna replicate P1, where shooting off the cameras will make her say something. Its a small thing but every bit helps. Level design is spot on faithful to the original. I am gonna keep playing the rest of the maps now, doing good so far! :D
Dr. Orange 14 Mar, 2017 @ 9:25am 
These stairs are cutting the faces next to them. This is most likely because they aren't func_details . You can tie these brushes into func_detail entities by selecting them and pressing ctrl+t. Small or irregular objects should always be turned into func_details. This makes it so they don't cut up other world geometry, and don't cut visleafs, making your map take less time to compile. Remember, because func_details don't block visibility calculations, they also cannot seal your map. This means they can't be used for the outer walls or floors of your level.

I hope this helped you! Looking forward to part 3 :)
Dr. Orange 14 Mar, 2017 @ 9:25am 
This hatch is pretty buggy to walk on. You should probably just make it non-solid an use a playerclip brush to block off the hole underneath it instead. It also looks like the lids are clipping through the brush as well. This could be remedied by lowering the model by 1 unit or so.
Dr. Orange 14 Mar, 2017 @ 9:25am 
Well, that was a nice second part. It's a bit short, but I realise that you're trying to follow the same maps of Portal 1. Here's some of my criticism/advice for this map.
These shadows don't look right. To get better shadows around static props, you should read through this article. It gives instructions on how to compile with advanced lighting settings. You should do this each time you release or update a map.
dven1 8 Mar, 2017 @ 3:13pm 
Nice map, well made and sufficiently lit. Nice redo, but if you're going to let people into an observation room you have to complete the walls. Thanks for your efforts.
i eat cigarettes 5 Mar, 2017 @ 3:22am 
This is awesome but there is a few bugs :3
-You can shoot portals into the observation room
-The fizzlers don't remove your portal
-Some observation room doors are white :steamsalty:
Simini W  [author] 2 Mar, 2017 @ 10:06pm 
@Skyferret I'll do it in the next part.

@master troll pro lolwot proplaie Do it, boy :)

@Zombie™ I could not have done it differently. I tried a lot. Either he did not spawn a chair or he did not go. If I'm something better in practice I'll fix that.
Chancey 2 Mar, 2017 @ 9:31pm 
hang on, if you fixed the end bug, how come when I go in the elevator after the gap, it ends the level? (2nd test elevator)
Ayudín 2 Mar, 2017 @ 7:32pm 
i can do much better
Skyferret 2 Mar, 2017 @ 7:31pm 
It has the Portal 1 look and feel, but you might want to add glass to the observation room windows.
Simini W  [author] 1 Mar, 2017 @ 11:26am 
It has fixed
Simini W  [author] 1 Mar, 2017 @ 11:07am 
I`ll fix the end bug now.