Portal 2

Portal 2

Can you do it again, 02
18 Comments
LPChip  [author] Jul 30, 2021 @ 11:21pm 
I actually made a third map, but never released it due to technical issues.
jandlml Jul 30, 2021 @ 10:52pm 
this was fun, i will have to continue this series
LPChip  [author] Jul 25, 2021 @ 4:09am 
Yeah. This is one of those: eliminate all other options until this remains and just try and see what happens. :) Glad you liked it. :)
bullfrog Jul 25, 2021 @ 1:05am 
I particularly liked the self fling in the second puzzle - it took me a while to think of it, but easy to execute once you do; thumbs up.
LPChip  [author] Oct 31, 2014 @ 12:32pm 
Yeah. The first map is just an introduction to the concept. :)
piotr_mil Oct 31, 2014 @ 7:49am 
Much more complex, still nice and simple :)
LPChip  [author] Jan 13, 2013 @ 4:11pm 
The second room cannot be simplified much. Sure, I could remove the top laser, but I use it so you can see from below that its working. Otherwise people aren't sure if what they did is correct. This is not supposed to be an insanely hard chamber. But it does look much more complicated than it really is. The other laser downstairs is big because it will go out on the second run. But I've already noticed that people don't get that anyway... Yet it has to be there for the solution.
Juggler Jan 13, 2013 @ 4:05pm 
Nice, I enjoyed it - it's cool that there are several things you have to do differently the second time around, and not just one. It's an interesting theme for a series of puzzles.

My one complaint is that the mechanics / look of the room with the laser cubes is quite elaborate and complicated, even though it the way to use it turns out not to be. I'm not sure if it could be simplfied though.
LPChip  [author] Jan 10, 2013 @ 3:22pm 
Update the map to fix issues pointed out by derula, and from seeing selyp's playthrough.

@Mr Vapour Waterhandle: The momentum thingy at the end is the puzzle, so weird or not, I don't really want to change it. In #1, I've actually added lightbars now to make it easier to judge where to let the cube go. You can now pick a bar drop it there and see the result and adust later. The 2 jump panels there are good indicators how far you are off (which is their goal really)
Mr Vapour Waterhandle Jan 10, 2013 @ 3:08pm 
Yeah I played both of these before, didn't know what to say as it was very together and I didn't know what to improve. I guess having to use your jump to get enough momentum at the end was a little weird, but it works eventually. If I'm going to be really nitpicky, the symbol for the glas panel doesn't show around the weighted button :P For the first map, like Selyp in the video it was a little tricky getting the cube to land right the first time around, perhaps this would be easier to do if the target button was closer, but I don't know how much you care to change the entire structure.
Selyp Jan 9, 2013 @ 3:11pm 
Cool concept - my playthrough is here - http://www.youtube.com/watch?v=5_1i7M4iNXs
LPChip  [author] Dec 22, 2012 @ 4:20am 
To make one of the possible solutions easy. Otherwise it involves a ninja action, and I want to avoid that.
derula Dec 22, 2012 @ 3:58am 
True. That sucks. ...why does the glass panel need to be there in the first place?
LPChip  [author] Dec 21, 2012 @ 4:45pm 
Unfortunately I cannot due to the 2nd run. I suppose I could add a laser that kills you but thats just as ugly. Then again, if the angled panel closes as you fall through, you will be stuck and there's nothing I can do to stop that.
derula Dec 21, 2012 @ 3:39pm 
you could at least make the ground down there a panel that opens when the timer runs out and drops the player into deadly goo.
LPChip  [author] Dec 19, 2012 @ 1:22pm 
Hey Derula, yeah. I am aware that you can trap yourself, and unfortunately there is not much I can do about this that doesn't break the map, or make things unnecessary complicating.

Glad to hear that you start to love the series. Good motivation for me to make more maps like these. :)
derula Dec 19, 2012 @ 12:15pm 
Very nice map. I'm beginning to love this series.