Portal 2

Portal 2

232 ratings
FizzleCubes - Concept map
   
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4.567 MB
May 31, 2012 @ 6:30pm
May 31, 2012 @ 6:50pm
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FizzleCubes - Concept map

Description
Hammer map experimenting with "OnPlayerPickup" outputs for cubes - picking up a cube will fizzle your portals.

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13 Comments
kwinten Apr 28, 2019 @ 5:31pm 
good old creative test, excellent!
The Sojourner Oct 5, 2012 @ 3:20am 
I gave this a thumbs up for the concept alone, though I don't really like the puzzle itself for various reasons.

Like the others who commented here, I noticed that the appearance of the fizzle cubes is the same as regular cubes, which can get confusing unless there's some sort of model or shader to distinguish it. Sonically I've noticed that the portals don't make their usual sound when they fizzle, which could be considered a glitch.
AD_79 Aug 28, 2012 @ 1:11pm 
Cool map! I would like to use the FizzleCube in a test chamber, as I like the idea.
mood3rd Jul 6, 2012 @ 1:34pm 
first, it is different & creative.
this is why I have given the thumbs up.

first room confused me,not realising why my portals kept disapearing.
(the reflector cube, companoin cube & safety sphere, are easy to tell appart. may I suggest in future, unique & very obvious markings/colour/design, to instantly recognize it.)
I never used the faith plate. I put a portal near the button to activate light bridge.
then a 2nd portal on the floor, under the cube.
why 2 lasser emmiters in the 3rd room ?
only used 1st one.

creative/different concepts, can give more quality, variety & longevity to the game.
so please continue being creative
this specific concept, I am on the fence.
goodluck in your creativity, or should I say skill.
Le Petit Mort Jun 17, 2012 @ 9:09am 
As a puzzle, the map's not too interesting, but as a concept it's intriguing.
(The dark-glitch strikes again; recompile!)
Kaenai Jun 8, 2012 @ 9:32pm 
Very good concept, loved how simple it is to make in hammer, but makes a very interesting puzzle. I agree with matrix that a different shader or a sound originating from the cube should be used (I am leaning towards the shader personally, easier to differentiate); but I have to add that in the room with the trust fling it is possible (not that it really changes anything) to place 2 portals and push the cube through them instead of using the trust fling. Just a note in case you make any more maps with this concept, do not forget that it is possible to move the cubes without picking them up (pushing them).
Finally, if you want to go somewhere with this concept I suggest using more than one cube where one fizzles and the others dont.
Taxicat  [author] Jun 8, 2012 @ 7:49am 
@finwardendash Thats a glitch I tried to fix but I still don't know what exactly causes it. I added an output so the cube kills all copies of itself when fizzled a second time, but it still makes weird copies every now and then.
Finward Jun 7, 2012 @ 10:30pm 
Nice map. There is apparently a glitch, tho. In the second room, if you miss the cube launching it to the bridge button, two new cubes appear. Tho, if destroyed again, only one respawns.
matrixcat3d Jun 7, 2012 @ 12:35pm 
Interesting concept. Cubes might need a fizzle shader to differentiate or at least a sound effect but still fun to play through.
darek_____ Jun 6, 2012 @ 2:56pm 
very good and funny concept chamber.

try me: "TO JUMP OR NOT TO JUMP?"