Portal 2

Portal 2

Color Me Rainbow and Spank Me Skyward v1.4
14 Comments
VMan_2002 7 Jan, 2016 @ 3:28am 
I had a rollercoaster ride. I fell into the goo, and then after doing some things it booted me to the main menu without any buttons, but I had a developer console. I tried "killserver" and it didn't work. Eventually, I loaded a cooperative map and it told me it was your map. And after a few seconds, it told me my "partner" had disconnected. I clicked cancel, and it booted me to the main menu with everything fine. Wow.
Spacesuit Spiff 3 May, 2013 @ 8:13pm 
(also, you could fix the bridge hopping issue by making all white surfaces too thin to jump sideeways and portal)
Spacesuit Spiff 3 May, 2013 @ 8:12pm 
(continued) There's no fun in spending two minutes trying to make that shot. In the red room, I would rearrange it so that there's a wall between the upper catcher and the ledge across from it, because that looks like a perfectly viable way to hit the catcher, and needs portals to set up (only to find out it can't be set up). This would solve the problem about the drop I was talking about earlier.
All in all, excellent work. I'll put a link to this in my profile.
Spacesuit Spiff 3 May, 2013 @ 8:12pm 
Tried again and managed to get all the cubes into the red room before realizing this was too complicated to be fun with autosave broken. instead, I watched the solution on yt, and I was blown away. this has got to be the most complex puzzle in the workshop. if the autosave is fixed I'll try it in a week or two once I forget the details of the solution. As for my feedback, I have three issues, one per room: first, stop the unnecessary jumping in the green room. It might be necessary for enforcing the use of one type of bridge, I don't know, but at one point, right before getting the cube, it looks like you're trying to make me cube hop over it, so I was stuck for a bit. In the blue room, please, please make the last shot at the funnel easier.
Spacesuit Spiff 2 May, 2013 @ 6:33pm 
very, very impressed with your design. only issue Ive had is how exploitable the twin light bridges are, since if you stand on the bottom one, just sideways, and adjust the bridges, it bumps you up to the top one. as a result of this, I got the pedestal button before the cube in that room, and it made the puzzle very confusing (like playing pokemon without any of the insurmountable waist-high barriers in place). you could perhaps fix this by making the bridge wider, or having two next to each other.
Spacesuit Spiff 30 Apr, 2013 @ 7:27pm 
you could always just block the entrance and put some text in telling people to get the update. i did that with Odysseys once
Aomi  [author] 30 Apr, 2013 @ 5:31pm 
There are a lot of improvements that could be made but I kinda gave up with this map after I the contest ended and continued with my main project. I might have to give this an update,
Spacesuit Spiff 30 Apr, 2013 @ 5:00pm 
Yeah, I'm impressed with what you tried to do and I'm going to play the new version; if you didnt already, perhaps you should make it obvious that the upper laser catcher is not part of the solution in room 1, and that it's impossible to launch onto the ledge (the fact that there's an aligned floor and ceiling nearby makes it seem intended)
Aomi  [author] 30 Apr, 2013 @ 4:34pm 
Well thanks for trying Ravoria. I'm aware that this can be quite frustrating. I had to finish this in a hurry and I'm really not that happy with it. First three rooms aren't even the hard part of the puzzle but they ended up being quite complicated. Things really get hard after you have the first 3 rooms done. I personally love hard puzzles and I have a full map pack in the making. The summer contest caught me off guard and I didn't want to use any of the puzzle I had carefully planned for the map pack so I went with this one. If you are going to play the improved version you can look through the solution video I added into the description for help.
Spacesuit Spiff 29 Apr, 2013 @ 8:22pm 
(2/2) I noclipped the first room but gave up after hitting the button in the second room and not being able to find the cube, despite noclipping around. I feel this puzzle has great potential, but this is lost in the unfriendly style.
For those who want a similar challenge, but with clear objectives and a more user-friendly design, try the Odysseys Initiative: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=118113879
edit: I now see you did make an improved versior. derp. I'll give it a go
Spacesuit Spiff 29 Apr, 2013 @ 8:22pm 
(1/2)Always wondered what playing p2 high would be like... most probably, this. Got here from a link a player posted on my master work, claiming it was the hardest in the workshop. I don't know about that, but it certainly is the most frustrating. Death is stupidly easy and the design feels hostile; in the first room I missed the cube and spent ages trying to get back to the laser. As well, I have yet to successfully get back onto the ledge that you jump off of after the first catcher, despite the fact that this seems necessary for the solution. You have some brilliant ideas, and I more or less figured out how the first part was supposed to be done, but the unfriendly design ruined it for me.
PsychoBR 22 Oct, 2012 @ 2:55pm 
Wow! Your map is very hard! I could not solve it. But even so thumbs up to him. Well worth the very ingenious and good merit.

// Play my Map Pack: TNT Turrets .
Aomi  [author] 7 Aug, 2012 @ 4:18pm 
I can't upgrade this version before the contest is over but if a casual player would like to play it I would recommend downloading the improved version from here: http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=2296
tanger2b 6 Aug, 2012 @ 9:47am 
Can't wait to try it. Glad to see you could finish your map.