Portal 2

Portal 2

Nr11
9 Comments
Prototype Aug 23, 2013 @ 2:19am 
Nice map, easy difficulty but fun thinking with portals and angles.
NiclO (- - )  [author] Nov 13, 2012 @ 3:25am 
I found it. That is great. Yes I would call that a valid solution. My intended solution was that you go back the same way you came but this is almost better. Thank you!
Innocentive Nov 13, 2012 @ 3:04am 
Sorry, I did mean portal ... and I did squeeze through. Not through the portal on the first angled panel but through the portal on over the goo ... there's one with a 45° angle that doesn't prevent that.
NiclO (- - )  [author] Nov 13, 2012 @ 2:52am 
I am not sure I understand what you mean. Did you mean through the portal? . Then answer to that is no. You should not be able to squeeze through. Something else might be able to go through..
Innocentive Nov 12, 2012 @ 8:55am 
In the first room it took me a couple of attempts until I had the right light bridge AND stood on it. Made me laugh when I passed behind the first angled glass panels and saw that I had to choose right over deadly goo ... was fun though! The big room in the end is a bit confusing at first but the observation terrace on the side really helps. It looks much more difficult that it in fact is I think. Are you supposed to return to the exit door through the funnel ? It felt as if that wasn't the intention... Anyhow, very good map with light bridges!
NiclO (- - )  [author] Oct 26, 2012 @ 4:35am 
I chose not to add the extra panels you, they would probably be helpful but they could also be confusing.

Instead I extended the observation rooms both ways so test subject can get all up close and personal to inspect the angles. And then have to recognice the pattern.
Leo Oct 24, 2012 @ 6:05am 
Good changes! You solved the second point with a fizzler and without the third room also the 4th point is clear. I understand now that you need the hight mentioned in the first point. So left is only the third point. I know that it is complicated, but it would really help to see the angle from front view.
NiclO (- - )  [author] Oct 24, 2012 @ 5:53am 
Thank you, very helpful feedback.

Map has been rebuilt and I hope this makes it better.
Leo Oct 23, 2012 @ 11:50am 
I solved it ^^
and recorded it.
Nice ideas!

It was a bit long I think. Here are my suggestions:
1. I wondered, why you dont put the first cube slot higher, back and forth is would not be neccessary then.
2. You could change the first cubeslot to "saftey" ball so you dont get the idea, that you have to get the first cube to the second cubeslot.
3. The angled panels are hard to understand when they are in a vertical row and you are looking at the front side. You could add a panel next to it, which is not portable, but has the same angle and is turned 90° so you see it from the side.
4. Maybe you remove one stage in the final room and maybe you can make the exit visible from the floor of the last room. Because when i looked up there i thought "oh no, how long will this take?"

This will become a good map :]
thumbs up!