Portal 2

Portal 2

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Conservation of Momentum
   
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Conservation of Momentum

In 2 collections by Bisqwit
Bisqwit's difficult puzzles
11 items
Bisqwit's puzzles with custom visuals
11 items
Description
This is a difficult map in which the key is to avoid losing momentum, and/or to gain extra momentum.
The pneumatic diversity vent also makes an appearance. There is also a vacuum tube that you can ride. If you get stuck in the tube, try ducking! (This is a problem I can't help; I just have to work with what I have been given.)

The map was made in the puzzlemaker/editor; no Hammer has been used. Still, this map manages to give plenty of behind-the-scenes type scenery mostly thanks to Felix Griffin's vacuum tube building blocks.

To complete this map, you need some logical thinking and some speedrunning tactics (that you can learn as you play; you do not need fast reflexes). No glitches necessary.

Stuck? Watch a tool-assisted speedrun (placeholder for an official walkthrough) here: http://www.youtube.com/watch?v=Tiq9auCNoIk

I have used a couple of mods in the making: #StyleMod, #HMWmod, #BEEmod, #FGEmod.

#F4F : Rate and comment on this map and I will do the same for one of your maps!

P.S. I appreciate if you can record your blind playthrough as a set of .dem files or as a YouTube video! I love watching those, and they are invaluable developer feedback. I will do the same for your map.

HINTS:

Hints 1-3 for general movement:
Hint 1: Any moment that you touch the ground you become slower, unless you're on speed gel.
Hint 2: Jump the precise moment you land and you will retain momentum. No need to hold forward.
Hint 3: Jump the precise moment when touching the ground would make you slower, and you do not become slower.
Hints 4-6 for cube handling:
Hint 4: If only there was a way to make the cube fall faster...
Hint 5: The Pneumatic Diversity Vent sucks stuff up really quickly.
Hint 6: Bait and switch. Let the vent accelerate the cube, and then switch the portal.
Hints 7-8 for near the end:
Hint 7: Is there another cube somewhere?
Hint 8: Where did you leave your cube? Is there a portal nearby it?
23 Comments
Steve3Dx Sep 29, 2023 @ 9:28am 
Pretty good
Bisqwit  [author] Feb 26, 2016 @ 6:32pm 
Re: your comments:
- I did not see any problem with darkness. I have told you about contrast&brightness calibration before.
- Blue gel jump height is very consistent, but the first jump is always shorter. And it depends whether you jump from the gel or onto the gel.
- Turret randomness (and more relevantly, physics engine randomness) is a known problem with this map, sadly. Much work has been poured to it, fruitlessly.
- The vents don't work well. Known problem with FGEmod.
- I don't know what you mean by misleading blue cube. Everything was as it should.

At the end of 2nd demo: I'm not convinced that you were stuck at all.

It is possible to pull the cube through, but it is obviously not a part of the intended solution. (2/2)
Bisqwit  [author] Feb 26, 2016 @ 6:32pm 
1st demo: I totally love your inane solutions that are so different than what I had in my mind. Even GLaDOS snarked at them. I forgot I added those lines. Sadly some of them worked. I'm kind of divided whether my solution was cooler. The turret-sucker was not there just for decoration, you know. The role of the turret(s) was to teach you how it works. Slow thing approaches, but speedy thing goes in. (1/2)
TropiKo Feb 26, 2016 @ 2:11am 
The last demo showcases exactly what I find bad about this map:

- first area is a bit too dark and the drop is hard to portal into (the gap)
- inconsistent jump height from blue gel.
- after going down the lift, the turret sometimes gets a perfect angle on me and can kill me if I don't use portals.
- after dealing with the turret, there's this turret which is not optimally placed for the vent thing to make sense : http://steamcommunity.com/profiles/76561197985463720/screenshot/314494866255189573
- misleading blue cube at the end, although this adds to dificulty (where I gave up in the second demo).


All in all it's very well thought out map, despite the problems that could be chiseled out with Hammer (the pneumatic diversity vent bit especially) so I still thumbed it up, but not exactly my fav.
TropiKo Feb 26, 2016 @ 2:11am 
First try, where I stopped 2 days ago [www.dropbox.com]
2nd try, thought I was a smartass for bringing the companion cube [www.dropbox.com]

Beginning to end 3rd try [www.dropbox.com]

I had to bring the companion cube after all!
Bisqwit  [author] Jun 30, 2013 @ 9:08pm 
Map updated utilizing most of the feedback I have received.
DeathWish808 Jun 29, 2013 @ 3:04pm 
Ah, yeah, that explains it. The number of gels is what's killing your framerate then.
Bisqwit  [author] Jun 29, 2013 @ 3:02pm 
U7300, G210M here. Laptops are quite different compared to gaming computers.
DeathWish808 Jun 29, 2013 @ 3:00pm 
Yeah, the sphere and cube is what I meant. I'd suggest the route back opens an angled panel with that last button that opens the door to the tube. Turn off antlines and signage on the panel. Maybe put 2 strip lights by the panel so it even more obvious once the person comes back to the beginning. Of course also leave portalable surfaces in the tunnel so that if they do go down even after doing it correctly then they can just portal back up.

Oh, about the framerate issues on my last one. I have none at all. I stay at 60fps no matter what map I play. I have an i5 CPU, GTX 660 GPU. 16GB ram, Win8, and video settings maxed out. You probably need some upgrades as mine are far from being a high-end machine.

I hope this helps or gives you your own ideas on a way to fix that.
Bisqwit  [author] Jun 29, 2013 @ 12:50pm 
The diagonal glass barriers are indeed a bit glitchy: I used a puzzlemaker glitch to make them. It looks better in the underground part (at distance) than in the long corridor.
Take both cubes..? I hope you mean the sphere and the cube. You're not supposed to be able to get the other cube (once it is fulfilled its purpose) . But yeah, if you forget to take one, you need to redo all but the middle of the puzzle, which does take some time. When would you suggest that the route opens? Originally I had the glass between the pit and the one-cube-button-corner open up, but I wanted to use the cool vent pipe system so I changed it.
Unfortunately I cannot affect the behavior of those tubes, slowing them down or otherwise. Beyond my expertise... Let's hope BEEMOD 2 will have better tubes.