Portal 2

Portal 2

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In The End

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In The End

The puzzle is 100 % by Dreamer. Difficulty is somewhere between challenging and tough. Some dexterity is required but mainly just brains.

Dreamer released the test a short while ago and I loved the puzzle and the way it is executed. We then had a coordinated effort to streamline the map and to update the visuals. That's why the version here exists. We agreed on the main issues, so the maps look now almost identical and the solutions play 100 % the same on both. Some minor differences come down to personal taste.

If you like the puzzle then head over to Dreamer and let him know:

In The End by Dreamer

If you play both versions then you're welcome to give your opinion about the design choices.
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toncica  [author] Mar 18, 2016 @ 2:53am 
Thanks for the detailed feedback and the video. I think the variation is no longer possible in the updated (silent) version of this map. Maybe it's weird to have two almost identical maps in the workshop but I felt bad about replacing this map with a solution that wouldn't be 100% compatible with Dreamer's map.

You are welcome to share all recordings you like to make. Most of the time I see details to improve and even when the solution was 100% intended it's satisfying to see that the puzzle was solid.
N Twirl Mar 17, 2016 @ 4:05pm 

. The most difficult part, for me, was to get the Franken cube. I knew what to do, just couldn't see that angle with the bridge/funnel . Had to sleep and come back :).
. One thing that was very frustrating : Naturally, I f6 when I got the F cube. Well, I had to redo everything when I realized I had to stay outside of the F Cube area (and do everyhting from a distance).
. By the way, I felt the solution involved "stocking" the F Cube in the "cage" of the first room (opposite the C Cube area), because of the laser field instead of grids in the F cube area, but couldn't use it.

I hope everything is clear. Great map.
N Twirl Mar 17, 2016 @ 4:03pm 

. + : Making the light bridge not deactivate pedestal buttons doesn't lower difficulty and is less frustrating for a map that can already be.
. + : You can see the whole map from the C Cube area, which is nicer :)
. + or - ? : there are 2 ways of getting the main room funnel reversed in your map : one using the Companion cube area funnel (to move the cube), the other one using the bridge (to drop it, like in Dreamer's version), which is not the case in Dreamer's map. Small variante, just to let you know.
N Twirl Mar 17, 2016 @ 4:02pm 
Page 3 of toncica workshop, here I am ! Slowly but surely :) Maps are getting harder !

Generally I'm always attached to the first version of maps I play (or music, but whatever^^), so I must say I preferred your version to Dreamer's (I just took a look at his) :
. + : The Faith plate in the Companion Cube area is very frustrating in his map. You can have to do smth all over again when you saw no reason to f6.
. + : Your C Cube mechanism is nicer because it makes it arrive directly on the pedestal button (in the main room). Also, we have a clear C Cube area here, drop + activation button.
toncica  [author] Nov 27, 2014 @ 4:47am 
Thank you very much for sharing your thoughts. I'm afraid that repetition is unavoidable when you have four cubes to put to use (this puzzle is related to an earlier map from Dreamer "Fantastic Four"). At least I learned from this map and "Prison Break Remake" that it's generally not wise to use more than two cubes in a puzzle. Two criticisms refer to the reset button and the noise from the franken cube being fizzled all the time. Unfortunately the reset button has to be there unless you want the player to get stuck in an unsolvable situation and force him to kill himself, which is unacceptable of course.

I'm sure Requiemsoul was recommending the newer (silent) version. This one didn't get the latest fixes because sadly Dreamer can't update his maps anymore.
Ganymede Nov 27, 2014 @ 12:09am 

At this point, I have pretty much memorized the entire map and could walk through every solution I tried and why it failed. In fact, as I was playing, I could almost see the puzzle itself being built around all my failed attempts: a laser grill here, a fizzler there, each one perfectly getting in the way of my latest attempt. I literally solved it one obstacle at a time.

I'll end this my saying that I'm very grateful that there were no "special" moves involved: no cube stacking, no ninja-flinging moves, and nothing that could be considered a pseudo-bug-exploit in the engine. Too many maps (of which I am sad to say I myself am guilty of making) rely on such things to add artificial difficulty. This one is pure logic with campaign-simple execution: just as a great puzzle should be.
Ganymede Nov 27, 2014 @ 12:09am 

In terms of the map itself, my main problem is repetition. It reminds me a lot of Requiemsoul's "Converso" in that regard. The player spends much of their time (too much for my taste) repeating tasks over and over again, both in terms of the intended solution, as well as resetting things in the occurance of a mistake. As a result, much of the map (as nice as it is) started to get old after a while as I performed the same moves again, and again, and again.

That's not to say the map as a whole is bad. Every time I made a mistake, I was rewarded with the pleasure of thinking through another ingenious way of countering whatever obstacle I was faced with. Every (new) move had to be carefully calculated, lest I be faced with the evil "reset" pedestal button and its associated "reset" faith plate.

Ganymede Nov 27, 2014 @ 12:08am 
This is quite an ingenious bit of clockwork. I can tell that both you can Dreamer spent quite a bit of time tweaking everything to be just right.

I was recommended to this map be Requiemsoul, who has largely been the one responsible for introducing me to the top talents around this community. I have heard good things from you, but up until now I have not actually played anything from your workshop (and perhaps I still haven't, if you consider this more Dreamer's work than your own). I hope to change this soon.

I will admit, I have not played the original map, so I can't speak to the changes made. However, I certainly recognize talent when I see it.

toncica  [author] Oct 12, 2014 @ 6:49pm 
Map updated, fixed unintended solution and some conceptional improvements.
toncica  [author] Sep 28, 2014 @ 4:52am 
Thanks pal! It was fun to watch the map again (apart from the Glados lines, no quite version back then apparently). It got a bit weird when you got the sphere - too early. So I guess this needs an update indeed. The intended way would be a bit shorter than yours.