Portal 2

Portal 2

115 ratings
Da-MaSK (Chander's Test 12 remix by josepezdj)
File Size
98.915 MB
Dec 13, 2012 @ 10:41pm
Dec 16, 2013 @ 2:54pm
23 Change Notes ( view )

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Da-MaSK (Chander's Test 12 remix by josepezdj)

A Tribute map to Chander.

This started being only a remix of 'Chander's Test 12' PTI map, to which at first I only introduced a few changes in order to allow an alternate ending solution, plus a different way for getting the cube.
But soon I thought of more changes to allow a paralell game based in finding 3 hidden special cubes (easter eggs) that must be used into an optional part of the map, an easter egg's big area, with a very special reward :wink: So I put Chander's logo to those special cubes giving each one a different colour, and locating them in different places...

This is a HARD map that "pushes things a little further" from its already hard predecessor, but let me say that no ninja moves or crazy maneuvers are involved though, only thinking with portals! There are a couple of tricky moves that I personally like a lot, and I'm so interested in knowing what the solvers will think!
It's a map based in conversion gel and bouncing gel, and how to move them both by means of orange and blue funnels to finally reach the exit.

Any kind of feedback on the map is greatly welcome.

I sincerely hope some of you will like all containing challenges. I'd suggest to focus first in the main puzzle solution because it is the most difficult (and it might also help to easily reach the easter egg areas on the way).

Good luck and Enjoy!


- Aesthetics concept and Mapping by josepezdj (upon the PTI decompiled map "Chander Test 12")
- All 'Black Damask' textures, Chander's logos, all reskinning (cubes, elevator, telescopic_arms etc) and rest of art work by Vanessa Jaramillo.
- Skybox by Komaock (who else!?) / skybox colour tweaking by Vanessa


- Thank you Vane, thank you for your neverending support, kindness, help and availability! Thanks for having all those designing skills I haven't got, you know you are my arms! :D

- The map itself is a big thank to Chander so, I guess I don't have to say more... :lol: However, thanks Chander for beta-testing :thumbup:

- Thanks to the forum for the continuous help and support: http://www.thinkingwithportals.com


v1.1 = Prevented Sickle's "evil basterd solution" :)
v1.2 = Prevented Shakky's unintended ninja jumps
v1.3 = Prevented (hopefully) Shakky's unintended crazy jumps :D , and also Greykarel's really awesome and legit solution, though unintended
v1.4 = Prevented latest Shakky unintended paintings :p and that last crazy jump.
v1.5 = Prevented more Shakky unintended moves
v1.6 = Prevented blue gel at main area altogether with some other unintended moves
v1.7 = Added more grate to the floor in main area to prevent unintended actions plus minor changes
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christian_saw Dec 1, 2015 @ 9:43am 
Am i suppose to just look at this chamber because it is beautifu? Coz after spending half an hour just seeing what each button does and trying to find one single cube i could take, i gave up. I couldn't see anything to do, everything seems ramdomly put and very confusing, i'm checking out the original version first.
Tyr Anasazi Jul 31, 2015 @ 6:59am 
Beautiful map, but GEEEZ what's up with the ninja-moves-required-all-the-#%¤%#-time-bs! Put cube in a wrong spot and it's a gonner, have to go though all the same #¤%&/( stuff to get it once more. Maps that requier quicksaves every 5 seconds is just no fun, IMHO!
Wirey Aug 13, 2014 @ 7:26pm 
MOST FANCY MAP EVER :O what kind of cake is that?
Illyricus42 Aug 1, 2014 @ 10:08am 
although i dont like the stye of it. its pretty weird. but over that it was great!
Illyricus42 Aug 1, 2014 @ 10:08am 
The $10,000 AWP Jul 26, 2014 @ 6:46pm 
it takes 30 minutes to solve this test.
p0rtalmaster Jul 12, 2014 @ 8:08pm 
Anyway, I was just now able to muster up the courage to look at this one again (and I mean "look around" not "solve" — I'm through with this one). I used a custom soundscape to hopefully make the atmosphere seem better (that industrial_gen_01 soundscape only brought back an association to the boring-looking puzzlemaker...). I also just now noticed some potential trapping issues when trying for the easter egg.

OK, that's all :)
p0rtalmaster Jul 12, 2014 @ 8:02pm 
Somehow, for the art design, I was thinking about what Chander uses to create puzzles, namely the in-game editor. The associations were ruining things for me: the 128×128 system, the tiling, the testing elements...the art seemed to have less and less appeal to me even as I recognized the beauty in the visuals....

Which brings me to the following question: do you use the puzzlemaker to draft your puzzles? I can tell because there aren't any custom test chamber dimensions....
p0rtalmaster Jul 12, 2014 @ 7:14pm 
I hope you don't mind me reflecting back on this one, amigo...

I remember I had entered the chamber and was immediately wowed by the art design (how could I not be?). The puzzle on the other hand was a real trip. I remember looking around and eventually, through the proces of elimination, slowly beginning to solve the test. However, there were times that, after I tried and found the correct move, I was thinking "WTF?? Really??" Then later, I found the button to a gel dispenser, and I wondered that kind of gel it was (it was conversion gel). After realizing that it would seem like a chore to spread the gel, I gave up. I couldn't take it anymore; the solution felt far too long and counterintuitive to me.
The $10,000 AWP Jun 26, 2014 @ 5:16am 
(continue) this test (not oxygen station) was too hard. there was too much stuff.