Portal 2

Portal 2

52 ratings

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A medium (or slightly above) difficulty challenge.
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Cap'n Deez Nuts May 19 @ 9:40pm 
Great map Toncica, loved it. Thumbs up.
ami May 2 @ 3:12am 
this is a normal map ,not good ,not bad.For the new advanced
Ganymede Dec 1, 2014 @ 8:42am 
The timing was well chosen. I've played a lot of puzzles with poorly-timed areas that make that section very difficult to execute. I was very glad when that turned out not to be the case.
toncica  [author] Dec 1, 2014 @ 8:19am 
At the very end, instead of using the funnel to bring the cube remotely to the button into the exit room you could carry the cube there yourself if given enough time. I made the timer short enough to not allow that without getting uncomfortable hopefully.
Ganymede Dec 1, 2014 @ 7:33am 
Interesting. I could not think of any way to be standing in the exit room with the cube sitting on the other side of the glass. Is this scenario even possible?
toncica  [author] Dec 1, 2014 @ 5:29am 
Thanks for the feedback. When the player goes through the portal from the exit room he lands in a pit to make sure he doesn't have time to get the cube from there inside the exit room before the timer has run out. Additionally the portal is "upside-down" to prevent a ninja player from being able to land on the ledge instead of dropping down into the pit and throw the cube back through portal in under a second. It would be a crazy and almost impossible move but I want to to make sure that this has no chance to succeed.
Ganymede Nov 30, 2014 @ 8:59pm 
Well, I feel accomplished.

I don't know whether I was lucky or if this is simply an easier puzzle than your others, but I managed to make it to the end in one sitting without any hints. It's the first puzzle since "In The End" that I haven't needed any hints for. That said, the ending had me thinking really hard, and I had to do a lot of experimenting before the answer was apparent.

The only questionable thing I found in this map is an "upside-down" portal behind the fizzler / laser grid. For whatever reason, every time you place a portal in the exit room it's always upside-down. The green detector that reverses the funnel was new to me, but I assume it was just another BEEMOD toy I haven't tried out yet. And I really like the way you use timed funnels in your maps (to center cubes and such). It adds a touch of polish I haven't seen in many other maps.

A great map with very few unconventional moves. Nice job!
dire.fcs Nov 28, 2014 @ 3:29pm 
Did nother 'ride' and have to admit that the last steps are, indeed, very important to this map; did the intentended way this time, very nice chamber design and nice simple fix.

toncica  [author] Nov 28, 2014 @ 6:03am 
@dire.fcs, wow I can't believe I missed that. Fixed, thank you!
dire.fcs Nov 28, 2014 @ 12:52am 
Huge well designed and tough map; I think the last steps to exit were not intended: I was able to shoot a portal through the side platform to the panel behind fizzler and laser barrier in the room where the last cube must be.