Portal 2

Portal 2

59 ratings
Tractor Driver
File Size
12.694 MB
May 13, 2012 @ 2:49pm
May 18, 2012 @ 4:46pm
3 Change Notes ( view )

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Tractor Driver

Four cubes. Four buttons. One tractor beam, and an exit you can walk over and touch. What could be deceptively simpler?

Revision 2:
- Added more turrets, and adjusted the placement of the existing ones. Previously they were no challenge at all after the first one was out of the way. A clever player can still take out all but three of them from safety, but it's harder now!
- Removed most of the placed speed gel splats and increased the flow of the dropper. Players who want to speed up their movement around the level can now do so to their liking, and players who don't want to deal with it don't have to. Tip: you can create a path of gel all the way to the center button using the "infinite acceleration" trick. Or you can just portal there--your choice!
- Removed or altered many barriers and added a huge number of new portal surfaces. Players are now free to go anywhere in the level they can get to.
- Many, many architectural changes to increase replay value and visual appeal.

Revision 3:
- Removed a number of portal surfaces to prevent exploits.
- Added glass walls upstairs to prevent players from getting into the cube room.
- Added many grating barriers in the main chamber to prevent exploits and aid the player in placing the cube on the buttons. The player should now be unable to fling or carry the cubes onto the buttons.
- Removed fizzle barrier in the entryway, as it no longer served a purpose and simply slowed down the puzzle.
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Johannes58 Oct 6, 2015 @ 11:32am 
Please fix this! download error! :steamsalty::steamsalty:
Kuba Sep 4, 2015 @ 2:18pm 
This map is currently unavailable because of download error. Only republishing will help.
Leandro Jan 5, 2014 @ 6:31am 
I liked your other maps, but hated this one. For some reason, the cubes don't stay in the buttons. I don't know is this is intentional or not, but it destroyed the map for me.
PhattGreg Nov 25, 2012 @ 4:20pm 
After an hour of percisting. The exit finally opened and as if by magic all the cubes slid off the buttons locking the door shut. Its a good efforet and I accept there is a glitch thats causing the problems. Bust possibly the hardest game here :0) Well done.
Catsy  [author] Aug 22, 2012 @ 8:53am 
@UnableRouge: No, unfortunately it's a bug somewhere involving the physics engine and the code for the button "magnetism" towards cubes. You'll see it happening even when setting buttons on cubes.

At some point I mean to go back over this map in Hammer and add invisible guides to the button cages the way I did in At Arm's Length.
UnableRogue Aug 20, 2012 @ 7:33pm 
Its a sweet map but for some reason the cubes don't want to stay on the buttons (Yes I have washed them clean) They have even slid from one side of the button across the top of it and then fallen off the other side into the acid. I have never encountered this type of movement from cubes before. Is this intentional?
Le Petit Mort Jun 30, 2012 @ 5:58pm 
• Thoughtful, thorough use of funnels;
• Good geometry & aesthetic;

• Extremely tedious;
Catsy  [author] May 21, 2012 @ 11:53pm 
Ah, I see. The trick is to pick an order in which you do the cubes and stick to it. It doesn't matter what order as long as you remember it. Like maybe start with the nearest pedestal and go around clockwise. Then if you forget which button to press, all you have to do is look at how many you have done.
MeatsOfEvil May 21, 2012 @ 11:05pm 
What I mean is say you are placing the cubes on the buttons outside and you drop one in acid. Then you gotta go back to the spawning area, but which button do you press? How would you know which of the 4 is the one that corresponds to the cube you lost, whereas the other 3 buttons would despawn a cube in the field that might be on a button. With auto-respawn I'd think the killed cube would just be bouncing around when you get back.
Catsy  [author] May 21, 2012 @ 5:14pm 
Thanks! Glad you enjoyed it. :)

There's no need at all to guess about the cube respawns--the four pedestal buttons are arranged in exactly the same way as the droppers they control. So the pedestal button on your near left controls the dropper on your near left, etc. I considered auto-respawn but that results in the player potentially having all four cubes bouncing around in there every time they have to go get one, and that *did* get tedious when I tried it.

The orange gel is just for the player to use to speed up their movement around the level if they want to. It minimizes the time wasted running around.