Portal 2

Portal 2

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Simon (1-Player)

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Simon (1-Player)

GLaDOS's twist on the classic 80's game. This is the single-player version; click here for the co-op.

#F4F (Please rate & comment, and I'll play one of yours if you play mine.) Thanks.
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Mitch McWiggins  [author] Mar 12, 2014 @ 8:18pm 
Subscribed, Brave. Thanks.
Brave Mar 3, 2014 @ 7:31am 
Sup Mitch, My new map The exit plan
This is my first map using Hammer tool, hope you like it!
Mitch McWiggins  [author] Feb 28, 2014 @ 8:16pm 
(oh yeah, and the first room is pointless, can't remember why I didn't just start it in the bridge chamber... to build suspense? heh heh)
Mitch McWiggins  [author] Feb 28, 2014 @ 8:14pm 
Yep, fast portaling is the idea. I've never been much of a "ninja," so I tried to make it non-ninja friendly--there's a pattern, so that helps.
Around the time before I made this, I thought I was done making maps for awhile but then I had the idea for this concept & engine and had to make it. The co-op version is basically the same thing. Thanks for playing, I think I have at least one more of yours in my queue.
Brave Feb 26, 2014 @ 8:36pm 
Damn good chamber, especially the part with getting the sphere in the last area, that part was my favorite!
I guess the first area is for looks only!
Not a hard test, just requires fast portaling!
Mitch McWiggins  [author] May 24, 2013 @ 8:23pm 
Thanks for the thumbs up, mood3rd!
I understand it's a tricky thing, both tricky in execution to get through to the exit (especially the first two chambers, ugh), and tricky as a concept itself, since it's less of a puzzle and more of a potentially annoying shooting gallery where you can't even win a stuffed animal. And there is a pattern, and I wasn't sure how to get around things staying on at the beginning and end of each 9-step cycle.
Anyway, I guess it's more of a concept map than anything; demonstration of an engine idea.
Most of all thanks for playing! Later.
mood3rd May 24, 2013 @ 5:33pm 
Mitch McWiggins
good map.
great concept.
I am not generaly fond of timers, as I am not good at them.
I was surprised I got this far:
many deaths.
the light bridges, I did not get.
their seemed to be variable timed, in that the same light bridge would stay on for different amounts of time.
so I just hoped accross & died a lot.
untill my luck held.
but the other 2 chambers I did get, & enjoyed.
still died in 2nd chamber.
but when figured out how to do it, it was fun.
I fired 1 portal at the paint & kept moving the 2nd portal to where the laser moved to.
while constantly moving backwards & jumping when re-aquiring the laser.

no problem with the last & no deaths.
played like an archade game.
very ingenius ideas.
thumbs up.
nintendo.erk May 7, 2013 @ 10:37am 
i don't like the timing required in the last room of this map, the delay of the flip panels makes it really frustrating. however I did rate this map up because of the massive mechanics controlling the whole thing. (used noclip to see your hidden room)
I very often use those kind of hidden rooms in my maps, pedestal toggle, moving or/and blinking lasers and constantly direction changing funnels
click here for a nice map with laser tricks and here for a series of funnel toggling.
thanks for creating
DTKinetic May 5, 2013 @ 8:01pm 
Dude, this was pure genius really. Will definitely sharpen players on their counting and memorizing skills, plus I really liked how the last room tested my reflexes. I can't begin to think how you coordinated the mechanisms, but it was very well done! I invite you to try one of my puzzles if you're interested.
daloboy May 5, 2013 @ 7:21am 
Hi Mitch! At first..did not like at all! I hate ninjas! But then, spotting the longer timers on two bridges got me easilly out of room one. In the second, same timing but I only had to shoot once after the longer one and was on the cube button! The third was tricky with the wait between flip and shoot. You made the whole thing just short enough to be enjoyable even with the timing! Good job Mitch!