Portal 2

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Description
Follow the linear path by using the full potential of the tractor beam and activate all switches. Pay close attention to the effect of each button, which is hopefully an easy task due to the level layout. After everything is unlocked, and you have familiarized yourself with the room, the big question rises: how to get to the exit?

Let me know what you think :)
12 Comments
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Caden Aug 8, 2012 @ 9:09am 
Great map, it doesn't feel as fixed as other maps which is good. You need to get rid of most of the wires for the overall test chamber look. To do this just enclose the button or thing connected to the button with light strips. Thank you and here's my maps: http://steamcommunity.com/id/cadencreative/myworkshopfiles/?section=collections
sekti Jul 3, 2012 @ 11:03am 
What you could do is put the weighted cube spawner where the first pedestal button is and leave out the part about getting the cube and getting to the second pedestal button all together, but that would be a rather radical step. As I said, it was only a minor concern and it felt messy only because I solved it in a messy way without thinking too much (for example I got the cube by jumping to it without using the funnel).
Baxter  [author] Jul 2, 2012 @ 7:09pm 
hey sekti,

The reason why I put a whole in the wall where the player needs to funnel-climb is because you can use the glitch where you put 2 portals next to one another to gain access to the other side of the glass. An alternate solution could be pulling the wall on the other side of the glass a tile backwards I guess.

I don't think that getting the weighted cube is that messy when taking XLR8br's/the intented way. Maybe a bit messy, but the level is a bit about stretching what you can do with a funnel anyway (in this case, moving yourself from the center to be able to shoot the wall). The second pedestrial is intended to be pressed after inverting the funnel direction. That makes it a lot less messy than the method shown in the youtube movie.

Thanks a lot for the comment! I do know what you mean, but I'm not sure what exactly to change without making the puzzle messy in some other way, or making some parts trivial. Any concrete suggestions are welcome :)
sekti Jul 2, 2012 @ 11:36am 
Good chamber! I found almost the same solution as XLR8br. What I don't understand is why you put a hole in the wall where the player needs to funnel-climb. It doesn't add anything to the puzzle, it is just a minor annoyance. Getting to the weighted cube and the second pedestal button felt a little messy as well.
In short: The core of the solution was great, but some intermediate steps were mere technicalities the level would have worked without.
I prefer to have one central idea to a map that is presented as clean as possible (i.e. with as few objects as possible). In that sense the chamber could have been purer, but thats just a minor and very personal concern.
Baxter  [author] Jun 21, 2012 @ 5:56pm 
Thanks! I intended that after the cube, you change the color of the funnel first before pressing the button that flips the last wall, but that was the only part that was unintended. It´s not really a skip I think, just using a different method at a different time :p. The rest was exactly as was intended.
XLR8br Jun 21, 2012 @ 12:56pm 
Great map. I kinda liked how hard it was, but I'm not exactly sure I solved it the intended way so here is the video of me doing it.
Konqi Jun 19, 2012 @ 9:52am 
Great puzzle! I really enjoyed it. It's just one compact room and after a few minutes you know all your posibilities and can start solving it.
I also like your discussion. Good idea.
andymac24 Jun 15, 2012 @ 12:55am 
OK, I got it. This was a very fun map. It requires a lot of thinking. Great design. I really like the solution to getting youself to the exit. At points I was overthinking, not realizing that the answer was right in front of me. Nice work. Gave you a thumbs up!
Baxter  [author] Jun 11, 2012 @ 5:32pm 
It indeed seems to have disappeared :o. A direct link to it still loaded it though, and I made a post to make it reappear on the forum. Here is the link to the thread: http://steamcommunity.com/workshop/discussion/882951377839406741/?appid=620

Thanks a lot for playing and commenting. It is indeed a trap-free map, and as far as I know, I made sure that it is impossible to get in a situation where restarting is needed.

The beginning should be somewhat linear: every button you press grants you access to exactly one new thing. I tried to make as clear as possible exactly what the buttons do, and tried to design the level in such a way that it is clear what ingredients you are working with. Getting to the exit after pressing the final button is probably the most difficult to figure out, but it is possible without using any glitches or anything. This is where you're stuck andymac24?
andymac24 Jun 11, 2012 @ 4:48pm 
I lost the discussion as well, still trying to solve, I'm glad for the report though.