Portal 2

Portal 2

A whole new concept
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Sumeron  [author] Jun 28 @ 9:22am 
Oh hey look, it's a workshop item from 2012! And you're posting in 2017. Congratulations, you win. Just go. It's been fun, don't come back!
[SKILL]CAMP Jun 28 @ 8:57am 
nothing new kinda gay
Crepitus Sep 2, 2015 @ 3:12pm 
very creative, nicely done
HJN-DK Jun 3, 2015 @ 11:59am 
Fair, but absolutely not a "whole new concept"!!!!
JLFK56 [NITRO] Dec 21, 2014 @ 3:23pm 
Definitly had fun with this one! Nice work!
Sumeron  [author] Apr 4, 2014 @ 3:55pm 
Thanks mike_papa, appreciate the kind words :)
Petutski Apr 4, 2014 @ 3:54pm 
I loved this map! The fact that buttons caused actions that you had to look for actually made it more fun and chalenging. If all the buttons and buttons are numbered in order with lines showing what they do then it becomes boring. Keep up the good work. And if anyone wants step by step instructions.... then do legos!
PsychoBR Oct 15, 2013 @ 10:16am 
Awesome puzzle. Very funny. Thanks.
I recorded my gameplay (valve DEM file format): Download [dl.dropboxusercontent.com]. Comments inside video.

Turrets highly explosive. Handle with care
[GWJ] Kexx Jun 14, 2013 @ 3:10pm 
I'm on the same boat! I stopped mapping months ago, and just now, I'm slowly starting to get back into it. Hopefully, we'll come up with some new, fun mechanics for players. Good luck!
Sumeron  [author] Jun 14, 2013 @ 2:56pm 
Please do, I'm not that active at the moment because I lack inspiration and time, but I think there's some nice things in there. Thanks for showing interest :) F r science!
[GWJ] Kexx Jun 14, 2013 @ 2:55pm 
Didn't catch that, sorry. I'll dive into your workshop, and see what else you have in store. :)
Sumeron  [author] Jun 14, 2013 @ 12:54pm 
Hey [GWJ] kexx, I'll also echo myself again: I don't have the original files anymore, so I can't actually edit it anymore, which is a shame but ah well.
[GWJ] Kexx Jun 13, 2013 @ 10:04pm 
echoing what chrismowe states, nothing new was introduced. Lighting could use work. The design as well. The puzzles where interesting. I enjoyed them, which is the entire point, but maybe give the chamber a facelift? Also, the turrets I found weren't used well. They're just...there. Not really impeding me from doing things. I'd remove them, but I know lots of people enjoy killing turrets. Maybe work them in as part of the puzzle?
chrismowe Jun 2, 2013 @ 5:36pm 
good design, but I found no "new" concepts.
Sumeron  [author] May 25, 2013 @ 2:44pm 
Well Uglee, that's entirely up to you. It's to be expected that not everyone likes a map, and you appear to be one who doesn't. I don't mind. I do not have the original file anymore, so I cannot edit this map. Feel free to try more of my maps to see if you like those, but don't feel obliged :)
Uglee May 25, 2013 @ 2:31pm 
Sorry to say that but I hated this map. Not telling the player what a button does isn't 'A wole new concept", it's just frustrating. And please make the places we are supposed to go visible. I didn't notice the dark passage between the lights exactly because there were two bright lights blinding me. Sorry mate, I don't know how you got so many thumbs up but this map in this state is just shit.
Sumeron  [author] May 8, 2013 @ 10:42am 
It's true that the big buttons don't seem connected, this is done for aesthetic reasons: It both defies the rule of always showing where buttons are connected and it also asks the player to trust the map designer. This isn't how I usually work but that's where the name of the puzzle comes from.
Secondly, the laser frustration of yours: I did my best to have the player face the laser and the hatch when pointing it, so it is obvious to you that a hatch is opening. Again, no antline to show connections for design reasons. I understand your opinion, but apparently people liked it anyway, despite a little frustration.
Sumeron  [author] May 8, 2013 @ 10:42am 
Hello Warai Otoko,
Took me a while, but I do want to respond to your post to clarify some items, as of a few months ago though I migrated my pc and my disk had to be formatted so I cannot modify this particular level anymore.
First of all thanks for taking your time to type a lengthy response, now here's my response:
I agree with your statement that the puzzle can confuse you as the player. I also know that this shouldn't be done too much (a little is good sometimes). After reading one of the guides for designing puzzles I decided to try some of the theories to see how I could give my own twist to them.
The first was to create a seemingly unsolvable chamber. Of course it is solvable, and there's an obvious escape-hatch to another chamber , but it seems like it. This is where the meta comes from: A puzzle within a puzzle.
MetaMagi Mar 31, 2013 @ 6:08pm 
How to make it better: Add that dotted line from down below button to staircase on the upper level, so you can tell that the button is doing _something_ at the upper level, even if you don't know what. I honestly had no idea if the button there was a decoy because there just was no feedback that it did anything. Make the door that leads to turret-lair clearly visible, closed door, and add dotted line from that floor thing to it. I still to this day have no idea what opened that door to the that chamber after turret-lair, but whatever it was, make the connection clearer. Also, make destroying turrents a puzzle somehow. People like puzzles. Now it wasn't a puzzle, it was a chore.
MetaMagi Mar 31, 2013 @ 6:01pm 
Downvoted. It's not really a puzzle if you don't give the player information necessary to solve the puzzle. Doors, buttons and everything did stuff that you couldn't in any way anticipate, usually in far away location where you couldn't see. The worst offender was that hidden door that opened, randomly, when you shot laser through that floor thing. No hint, no clue that anything would happen if you'd shoot laser like that. I only did so because i was getting desperate at not figuring out how to use that one redirection cube to align the laser.

If you give the player a giant middle finger like that, you better make up for it by doing something spectacularly nice afterwards.
Sumeron  [author] Mar 29, 2013 @ 11:48am 
Thanks for the positive comments!
Lektron Mar 29, 2013 @ 11:09am 
Ohh I really enjoy this one, funny, good work!
Onslaught Mar 23, 2013 @ 9:18pm 
Really good stuff, I was a bit concerned at the introduction of "a whole new concept" but I really enjoyed this.
Turazo Mar 8, 2013 @ 6:10pm 
nice going!
Ryan Mar 4, 2013 @ 5:01pm 
excellent map, fun very well designed
Ryan Feb 15, 2013 @ 10:30pm 
make it also require the solid cube in the final room to open the exit.
mikemoody Jan 22, 2013 @ 4:47am 
Good map, thanks.
wattsup Jan 20, 2013 @ 11:29pm 
Thanks Sumeron - Loved it
Sumeron  [author] Jan 18, 2013 @ 6:34am 
Thanks for the comment Rosa, appreciate it. :)
Rosalie Jan 18, 2013 @ 6:33am 
I really liked this puzzle, it felt very playful to me. Thanks for the fun, I'll go check out your other puzzles now :).
Hoolio Wobbits Jan 9, 2013 @ 2:28pm 
Good fun level, when i discovered i needed a 2nd mirror cube and found the final puzzle room, that was a good moment :)
Raziel The Corpse Jan 8, 2013 @ 1:49am 
Turned out to be more complex than I expected, I thought it'd be boring but it was very enjoyable!
Kalmarauder Jan 7, 2013 @ 11:46pm 
Why is it clled a whole new concept? What was the new concept?
NeKz Jan 5, 2013 @ 9:44am 
that puzzle is awesome
Sumeron  [author] Jan 5, 2013 @ 9:31am 
How so Neksus? Didn't you enjoy it, did you think it's too hard/not special enough or are you just stating that my puzzle has a lot of likes?
NeKz Jan 5, 2013 @ 9:30am 
too many likes lolz
No3n3r Jan 4, 2013 @ 5:11am 
Fun Map. Small bug where you get stuck in the tunnel when using the faith plate.
ApertureRiot Jan 3, 2013 @ 3:13pm 
Thumbs up. Very nice design with a minimalist approach. Solid work!
Seasnake4 Jan 3, 2013 @ 9:19am 
Nice, thanks.
Dr Daddy Jan 3, 2013 @ 5:38am 
I actually really enjoyed this map nicely done 8)
IvarHamoen Jan 2, 2013 @ 5:00am 
Nice map. Thanks
Cleatus Jan 1, 2013 @ 6:46pm 
Great map. Very well done!
Sumeron  [author] Jan 1, 2013 @ 4:42pm 
Fixed it Justinian, thanks for pointing that exploit out :-)
=A0G=Justinian [0N] Jan 1, 2013 @ 4:18pm 
you might want to fix the availability to portal bump just before the turrets. it creates an excellent way to get rid of one, so you only have to worry about the other, rather than the intended 2
Sumeron  [author] Jan 1, 2013 @ 1:45pm 
@optimizedmmonkey: I see what you mean, I think I can fix it.
=ENNU= Jan 1, 2013 @ 12:30pm 
love these test inside a test stuff! Testseption!! :P
Mitch McWiggins Jan 1, 2013 @ 12:00pm 
Fun, thanks.
optimizedmonkey Jan 1, 2013 @ 12:00pm 
Very cool chamber! Not sure if the following is already known:
I found that you can get stuck when going from the first room to the secret chamber. You can reproduce this by doing the following: Go in the first room, hit the button to open the door to the the secret passage/room. Once the timer initiates, begin walking through the door and stop before going through. When the timer stops, you will be stuck in the doorway and must re-load.
Sumeron  [author] Jan 1, 2013 @ 6:55am 
Currently making a revision so you can't trap yourself accidentally. The cube that remains after you solve the puzzle, well I couldn't find a solution to that. Any suggestions on that one are welcome.
Sumeron  [author] Jan 1, 2013 @ 5:05am 
Well kearnel, perhaps that's the fact but despite that people stilllike it enough to become number one.

randallpwns, ill1 fix that later today.

CROSS_ and random: thanks for the compliment.