Portal 2
Pure Intellect Part 1: A Lesson in Classical Physics
< >
82 commentaires
PhiloFromFrance 23 fév à 12h24 
Very nice map
cochetmichel49 5 sept 2016 à 6h19 
Nice rooms, story and test ! Visuals perhaps may be perfected.. Thanks
quatrus 6 mai 2016 à 10h07 
Wow old series, just found....moving on to next....
Foxy The Pirate 18 déc 2015 à 13h27 
Love the fall:D
DeathbyBreath 28 août 2015 à 19h20 
Turned out I didn't need the orange gel towards the finale. Found another way to make the jump.
bonkrood 22 juil 2015 à 12h49 
Great map, I don't know how I missed this series years ago, but I'm glad I found them now. :)
Nobody No-One 20 fév 2015 à 9h05 
@Vince and Repeat
I really liked this map series, especially part 2. Fracture's map was good too, but I understand that this was the original.
Petutski 20 août 2014 à 18h42 
Had me stumped at the end! So close! But a great map!
Weekdays On Market  [créateur] 12 avr 2014 à 22h30 
Oh hai Mark. Remember when I made this map and nobody gave a shit, but then Fracture makes a map with the same concept and everybody loves it? Well, I'll have you know that THIS. CAME. FIRST.
Eric 2 nov 2013 à 14h38 
Weekdays On Market  [créateur] 5 juil 2013 à 8h38 
It's not a time tunnel. All will be revealed in time.
Dafflewoctor 5 juil 2013 à 6h56 
I liked these maps, the only problem I have with them is that you presumably meant to make a "time" tunnel, but really it's only a transporter. If it were a "time tunnel" then it would take you back to old Aperture, but before it was abandoned and it would have people working there and such.
Sorry, I just notice things like that a lot. :3
Grasshog 4 juil 2013 à 13h49 
chrismowe 12 juin 2013 à 10h59 
the design was 10, puzzles could be a little more complicated.cool experience though
Crooow 27 avr 2013 à 18h33 
Allright map. The design is nice, but the puzzle didnt neccisarely feel clever, just more of the same puzzle mechanics. It's nice, but a little too easy and predictable.
pyrate23 6 avr 2013 à 21h20 
I really liked it, nice maps!
wildgoosespeeder 4 avr 2013 à 12h37 
This a good Hammer map you made.
drew 27 mar 2013 à 8h19 
Love these older maps but had two issues. The cube in the protected area got stuck deploying and I couldn't get it out. Second, I misaligned the jump and landed in the water two feet from the railing. Thanks for the cool map!
mistmurk 24 mar 2013 à 12h33 
Great job with this test! Big improvement over sp_80's!
DanM 24 mar 2013 à 0h09 
You can bypass a good portion of the test.
After going through the "time tunnel" and you're on the railing, you can jump down on top of the roof, go to the corner, and shoot over past the first level. You can then jump down and bypass the first gel test. Then, from there, you can shoot down to get the white gel, shoot to the angled area, and bypass to the last area.
Star 12 mar 2013 à 18h37 
Oh. sp_80s wasn't too bad! Better than what I can make with Hammer...I'm not even sure how to use Hammer!
Weekdays On Market  [créateur] 12 mar 2013 à 18h23 
sp_80s was terrible. So I'm doing a new series with a proper story and better visuals. I'm splitting up Part 2 to make it better and improve vis.
Star 12 mar 2013 à 18h07 
Why did you take this out of the [sp_80's] collection?
Kage_J 12 fév 2013 à 12h02 
Very cool overall! The only problem I encountered was that the button you have to pick up and put back in the wall got stuck behind the button casing thing, and I couldn't get it back, so I had to go kill myself and start over and just be more careful. ._.
Nera 12 fév 2013 à 7h36 
hum? I didn't need it to finish the test, that's what I mean. I'm just saying because maybe It wasn't supposed to be able to finish it without using orange goo.
Weekdays On Market  [créateur] 12 fév 2013 à 7h33 
Fling yourself. Fling with the gel.
Nera 12 fév 2013 à 7h20 
It looks like a very interestng map but I dod't feel like there was a real puzzle by the end. What was the orange goo for?
Seji-Evan 10 fév 2013 à 20h32 
Awsome maps, i'm just a little disapointed with the lack of finishing in some places (misaligned textures and little gaps btween some brushes and models)... and the fact that in this maps probably was not used the hammer full compile... but overall it's pretty fun and managed to get really interesting in the end =)
Weekdays On Market  [créateur] 5 fév 2013 à 15h54 
@Spooky: Glad to hear that you enjoyed it. If you haven't already, be sure to check out Part 2: A Lecture in Reanimation. I'll be taking a little break from mapping, but Part 3 won't be far away!
Spooky 5 fév 2013 à 15h44 
Spirit of Adventure! I never knew what to expect around every next corner. After a very attention grabbing intro, you do a little cheeky (and very traditional) puzzle like that one. Great! Then you just keep bringing on very well balanced puzzling with great little treats along the way.

Class, pure class.
Nobody No-One 30 jan 2013 à 13h43 
Wow! What a change. A good change though. I didn't like the other maps.
Weekdays On Market  [créateur] 29 jan 2013 à 22h49 
Alright, I'm going to be making a few rearrangments with this series. Soon, this map will be Part 1, everything else will be [REDACTED] and "Part 6" will become "Part 2." I've got some brand new story elements to show y'all, so stay tuned!
Weekdays On Market  [créateur] 25 jan 2013 à 20h41 
The map has been updated to hopefully fix a bypass route I have seen people use.
Nobody No-One 24 jan 2013 à 14h22 
@Reiman. No it couldn't. It wasn't good enough. I'll give the rest of my feedback later.
Reiman 5 jan 2013 à 10h07 
Very nice, could have been part of the original game! :)
kindcrocodile 28 déc 2012 à 9h19 
Good job. 5.
Conundrum 26 déc 2012 à 18h40 
Custom elements eh? Nice!
Diamond Knight 25 déc 2012 à 6h32 
This series was FANTASTIC!!! Make more, please.
Weekdays On Market  [créateur] 23 déc 2012 à 21h09 
Idk . . . I'll fix it later. For now, use F6 and F7.
srs bsnss 23 déc 2012 à 20h59 
Do they have to be used with logic_autos? They've worked fine with me without needing anything other than something (trigger_once, puzzle element output, etc) to trigger it.
Weekdays On Market  [créateur] 23 déc 2012 à 11h44 
I KNOW how to make autosaves, it's just implementing them along with logic_autos that's difficult.
󠅸឵ 󠅸 󠇘 23 déc 2012 à 2h12 
how did u make it?
srs bsnss 23 déc 2012 à 2h00 
Autosaves are done by:
1. create a logic_autosave entity
2. name it
3. assign a trigger to it
4. ???
Weekdays On Market  [créateur] 22 déc 2012 à 17h50 
@ZombieLogan: With Science. And a keyboard.
[NWA] the_real_logan27 22 déc 2012 à 17h25 
Mitch McWiggins 22 déc 2012 à 17h00 
Awesome. I would never have figured out the door activation at the very, very end had I not looked at these comments. I was stumped. Thanks, great map.
Tap2 22 déc 2012 à 13h25 
Quite liked it! :D
Weekdays On Market  [créateur] 22 déc 2012 à 11h01 
Cave Johnson here! Now, we've been getting some incidents involving people jumping off catwalks. Now, those stick-gathering hobos that we've been getting don't matter to us. What matters is the lab boys staying alive. So, we're adding "Aperture Brand Suicide Prevention Rails" to every area. Oh, and about that gel leaking from the pipes: it's lethal. We don't know how, but jumping in it gives you radioactive tumours [which we can scoop out but it's expensive]. Cave Johnson, we're done here.
Metzger Ben | GER 22 déc 2012 à 10h45 
Carpetbeater 22 déc 2012 à 7h53 
great stuff!!!