Portal 2

Portal 2

64 ratings
File Size
3.330 MB
Dec 10, 2012 @ 9:22am
Dec 12, 2012 @ 1:18pm
2 Change Notes ( view )

Subscribe to download

< >
Sickleberry Fapsauce  [author] Jan 31, 2014 @ 5:52pm 
Based on it man. I think I used this base to make Telekinesis 1,
Apex Motorsport Jan 10, 2014 @ 8:34am 
Was this map based on, or renamed from 'Telekinesis?' I played that map a LONG time ago, and it looked EXACTLY like this map.
GraveNoX Jan 5, 2014 @ 11:10am 
Nice and easy.
Sickleberry Fapsauce  [author] Dec 30, 2012 @ 1:09am 
Yeah, newest.
aJediBoy Dec 28, 2012 @ 6:49pm 
ohai so, is this your newest chamber?
Sickleberry Fapsauce  [author] Dec 27, 2012 @ 11:15am 
Haha, you don't have to "buy" a damn thing man.
I'm quite happy leaving it the way it is untill someone screws up the intended solution enough to warrant a recompile.
Basically, quit being pedantic dick and apply some of your godly knowledge to those design abortions of your own.
p0rtalthumper Dec 27, 2012 @ 10:22am 
Yeah, I'm kinda good at finding and picking holes in people's maps :P

It's just that I don't like non-idiotproof maps where there's even the slightest chance of the player getting trapped, and I don't buy the "that's a stupid way to go" excuse, nor do I buy the "use noclip/autosave/etc." excuse unless you're using the in-game Puzzlemaker editor. A good mapmaker will take the time to spare their test subjects, and a good map really does require attention to detail, I'm sorry to say.

I'm willing to let the fizzler thing go for now because ensuring that the player is always able to find a solution is the most important.

How exactly would a simple piece of grating ruin the look? You've used it in your other maps. It shouldn't affect the functionality of your solution either. An invisible clipping texture in an unusual place wouldn't ruin my confidence, although it makes your map seem bad because it's unrealistic.
Sickleberry Fapsauce  [author] Dec 27, 2012 @ 9:52am 
Honestly man, I can't tell if you're just picking holes in the map or trying to be helpful right now, but I'm not the kinda person to pay that much attention to detail. Cheers and all, but it'll stay like that untill someone ruins the intended solution :p

Oh yeah, and it is a custom texture for the floor\wall\ceiling. I used the color coding for some other maps, but kinda liked the scheme.
Sickleberry Fapsauce  [author] Dec 27, 2012 @ 9:51am 
Oh yeah, you can get stuck on that half of the bridge, but that's just stupid. You can see what's going to happen without going down. I could block the bridge from extending over the water, but it's not worth ruining the clean lines of the map for.
They're not "Stretched" in the bitmap sense. They're tiled. Like I say, I like them that way, and that way they shall stay. Especially on lower graphics where prespective distorts, I find it easier to see the whole thing flash than have to check all 3 like on Perambulation.
Escape Route:
It would be dead easy to add a teleporter, funnel, faith plate,hole, etc, but honestly...I CBA. Autosave, noclip, foresight... meh.
Clipping Texture:
A grate would ruin the look, and if you're peering round the corner that far, then you know fine well you're using an unintended solution. I know it quite often kills people's sense of confidence in a map to add hidden clip textures, but this one was kinda funny :)

p0rtalthumper Dec 21, 2012 @ 12:00pm 
Out of curiosity, is the floor texture custom?