Portal 2
Pure Intellect Part 1: A Lesson in Classical Physics
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82 commenti
PhiloFromFrance 23 feb, ore 12:24 
Very nice map
cochetmichel49 5 set 2016, ore 6:19 
Nice rooms, story and test ! Visuals perhaps may be perfected.. Thanks
quatrus 6 mag 2016, ore 10:07 
Wow old series, just found....moving on to next....
Foxy The Pirate 18 dic 2015, ore 13:27 
Love the fall:D
DeathbyBreath 28 ago 2015, ore 19:20 
Turned out I didn't need the orange gel towards the finale. Found another way to make the jump.
bonkrood 22 lug 2015, ore 12:49 
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 feb 2015, ore 9:05 
@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 ago 2014, ore 18:42 
Had me stumped at the end! So close! But a great map!
Stellarum Et Cetera Solutions  [autore] 12 apr 2014, ore 22:30 
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, ore 14:38 
Stellarum Et Cetera Solutions  [autore] 5 lug 2013, ore 8:38 
It's not a time tunnel. All will be revealed in time.
Dafflewoctor 5 lug 2013, ore 6:56 
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 lug 2013, ore 13:49 
chrismowe 12 giu 2013, ore 10:59 
the design was 10, puzzles could be a little more complicated.cool experience though
Crooow 27 apr 2013, ore 18:33 
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 apr 2013, ore 21:20 
I really liked it, nice maps!
wildgoosespeeder 4 apr 2013, ore 12:37 
This a good Hammer map you made.
drew 27 mar 2013, ore 8:19 
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, ore 12:33 
Great job with this test! Big improvement over sp_80's!
DanM 24 mar 2013, ore 0:09 
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, ore 18:37 
Oh. sp_80s wasn't too bad! Better than what I can make with Hammer...I'm not even sure how to use Hammer!
Stellarum Et Cetera Solutions  [autore] 12 mar 2013, ore 18:23 
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, ore 18:07 
Why did you take this out of the [sp_80's] collection?
Kage_J 12 feb 2013, ore 12:02 
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 feb 2013, ore 7:36 
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.
Stellarum Et Cetera Solutions  [autore] 12 feb 2013, ore 7:33 
Fling yourself. Fling with the gel.
Nera 12 feb 2013, ore 7:20 
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 feb 2013, ore 20:32 
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 =)
Stellarum Et Cetera Solutions  [autore] 5 feb 2013, ore 15:54 
@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 feb 2013, ore 15:44 
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 gen 2013, ore 13:43 
Wow! What a change. A good change though. I didn't like the other maps.
Stellarum Et Cetera Solutions  [autore] 29 gen 2013, ore 22:49 
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!
Stellarum Et Cetera Solutions  [autore] 25 gen 2013, ore 20:41 
The map has been updated to hopefully fix a bypass route I have seen people use.
Nobody No-One 24 gen 2013, ore 14:22 
@Reiman. No it couldn't. It wasn't good enough. I'll give the rest of my feedback later.
Reiman 5 gen 2013, ore 10:07 
Very nice, could have been part of the original game! :)
kindcrocodile 28 dic 2012, ore 9:19 
Good job. 5.
Conundrum 26 dic 2012, ore 18:40 
Custom elements eh? Nice!
Diamond Knight 25 dic 2012, ore 6:32 
This series was FANTASTIC!!! Make more, please.
Stellarum Et Cetera Solutions  [autore] 23 dic 2012, ore 21:09 
Idk . . . I'll fix it later. For now, use F6 and F7.
srs bsnss 23 dic 2012, ore 20:59 
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.
Stellarum Et Cetera Solutions  [autore] 23 dic 2012, ore 11:44 
I KNOW how to make autosaves, it's just implementing them along with logic_autos that's difficult.
23 dic 2012, ore 2:12 
how did u make it?
srs bsnss 23 dic 2012, ore 2:00 
Autosaves are done by:
1. create a logic_autosave entity
2. name it
3. assign a trigger to it
4. ???
Stellarum Et Cetera Solutions  [autore] 22 dic 2012, ore 17:50 
@ZombieLogan: With Science. And a keyboard.
the_real_logan27 22 dic 2012, ore 17:25 
Mitch McWiggins 22 dic 2012, ore 17:00 
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 dic 2012, ore 13:25 
Quite liked it! :D
Stellarum Et Cetera Solutions  [autore] 22 dic 2012, ore 11:01 
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 dic 2012, ore 10:45 
Carpetbeater 22 dic 2012, ore 7:53 
great stuff!!!