Portal 2
Prioritize
55 Yorum
c4shurik 19 Kas 2021 @ 8:18 
8-0
Teo 29 Nis 2020 @ 13:07 
Found a dumb way to do it without ever having to portal the funnel (or move the cube off the button once you get it there) :P Intended solution is quite nice :)
zeo1337 16 Şub 2019 @ 14:09 
i like this style
srs bsnss  [yaratıcı] 31 May 2018 @ 7:42 
@Paper yeah that's okay. Thanks for the video!
Mâché 28 May 2018 @ 13:43 
Mâché 28 May 2018 @ 13:27 
Played the map, but haven't uploaded the video yet. I'm commenting early to ask if it were alright if I used something similar to this test as the basis of a much larger test. Thanks in advance.
bullfrog 7 May 2018 @ 0:00 
Simple, but fun and thanks for the music.
nock 26 Mar 2018 @ 15:38 
I thought this was a "ninja Move" map, until I saw LB play it. Sorry about that . . . . .

Blind Run: https://youtu.be/BLl3vjW1fTQ
srs bsnss  [yaratıcı] 17 Oca 2018 @ 8:36 
Oughta be a new one
ƒlechette 16 Oca 2018 @ 15:12 
I must ask, is the radio transmission a new one or a reused one?
cochetmichel49 13 May 2017 @ 7:54 
Nice map, placement of the portals a little tricky, but thanks
kwinten 15 Ara 2016 @ 10:08 
very cool test
Hellraiser 5 Ağu 2016 @ 15:49 
Very nice.
srs bsnss  [yaratıcı] 15 Mar 2016 @ 5:09 
You're right, it is a skybox. A 3D skybox, that is. I just used the sky_white, however I edited the fog settings in the skybox such that the fog was gold - this allowed the sky to appear yellow (this is the method Valve uses in their a4 maps). For help using 3D skyboxes, I highly reccomend this tutorial by Lpfreaky90: https://www.youtube.com/watch?v=dxYhaAupbtA
Make sure you do the skybox last! Otherwise you have to re-align your geometry with the skybox.
Chron 14 Mar 2016 @ 3:04 
I really like the visuals in this one and the clear puzzle. How did you make the yellow light? It's a skybox, no? But how did you make it yellow? There's only a few to choose from the Portal 2 Sky List.
Petutski 4 Tem 2015 @ 19:16 
Very nice logical puzzle! Thanks!
srs bsnss  [yaratıcı] 4 Eyl 2014 @ 9:43 
They all send transmissions that I want to be seen. Usually this is of upcoming maps or niche information. So I guess it's more 'mapping reasons' than personal ones.
GraveNoX 25 May 2014 @ 7:15 
Nice and easy.
srs bsnss  [yaratıcı] 11 May 2014 @ 7:44 
I should apologize for not making that one clear enough. But I'm glad to hear you don't mind replaying.
ken.roberts 11 May 2014 @ 4:30 
Ahhh now I see. Wow, I did not notice that and did it wrong.
Oh well now I get to replay it - it is a fun enough map to "want" to replay. Thanks
srs bsnss  [yaratıcı] 8 May 2014 @ 4:26 
The wall comes out to form a floor when the button is not being pressed. The 1st and 3rd preview images above show this. The puzzle then becomes figuring out how to do it so that the floor is available.
ken.roberts 8 May 2014 @ 0:02 
Sorry - but what does that mean ? (" Falling into the panels ". There are no panels at the doorway next to the beam that leads into the final exit area. I am just trying to get from the Funnel Beam and into the final exit area . . . but had no luck getting across - would always drop into the pit just before reahing the doorway. Until I tried that special maneuver that I mentioned to get a small amount of extra speed. It is hard to get any speed when exiting a funnel.
srs bsnss  [yaratıcı] 5 May 2014 @ 3:04 
The intended solution involves falling onto the panels and then walking simply. You shouldn't need to maneuver too much, outside of simply falling down onto the panels .
ken.roberts 4 May 2014 @ 10:19 
I do not know if this is absolutely necesssary, but I kept falling into the pit when trying to sail from the beam to the final doorway. The only way I could reach the Exit from the Tractor Beam was to turn to the left as the beam moves me towards the doorway, then just as I reached the doorway I had to move as far as possible backwards without pulling out of the beam, and then move forward and across . . . just barely making it to the doorway. Is it true that the backward movement is needed ? Because without it - even trying a crounch-sail . . I always ended up in the pit.
ZAEROS 5 Mar 2014 @ 7:18 
I made that difficult for myself because I did not check everything at the begining and went straight for the cube. Will learn enentually I hope. Really nice puzzle, Thank you.
presto668 23 Şub 2014 @ 1:23 
A little misalignment on the textures on the right-hand side of the doorway just before the exit elevator. Otherwise it looks good.
quat 9 Şub 2014 @ 11:17 
Visuals are beautiful :D I like the use of an orange funnel to add to the tan that's used in the puzzle. My only problem is that the laser sound effect is too loud xD

Puzzle was actually really hard for me, I had to go crouch-flying (but I'm missing something and it didn't feel like I actually needed it.
wildgoosespeeder 2 Ara 2013 @ 22:28 
Nice. Just nice. A satisfying chamber compared to the crap that gets dished out by so many fanatics.

Try my SP map (for the commenters)?
http://www.steamcommunity.com/sharedfiles/filedetails?id=192976369
Try my COOP map?
http://www.steamcommunity.com/sharedfiles/filedetails?id=181160432
Prototype 19 Ağu 2013 @ 16:40 
It's possible to strafe from a ceiling portal to get the cube, but you probably know that. The visuals are good, except personally I don't like the "white" (skybox?) outside the map.
♜ SAmAS ♜ 14 Ağu 2013 @ 10:43 
Hey man, enjoyed the chamber, both the aesthetics and the puzzle, so definitely a thumbs up!

Feel free to try my map man Se7en Sins , it's quite challenging, and tell me what you think afterwards.

See ya soon []
ZneX 13 Ağu 2013 @ 11:44 
Nice chamber - short and sweet.
srs bsnss  [yaratıcı] 12 Ağu 2013 @ 2:45 
Ach, really sorry everyone. The errors in the skybox were a packing mistake. I have since fixed it.
Linking-Yellow 11 Ağu 2013 @ 20:39 
It took a bit of thought, I enjoyed it. There were a lot of errors in the skybox. I don't know if that was on purpose, but it doesn't look very good. Besides the sayed asthetic details, the puzzle itself was fun and thought provoking.
HMW 11 Ağu 2013 @ 8:29 
Looks nice! The projected light could be a bit less bright, or perhaps you need to adjust the HDR settings a bit.

I also got some missing assets: models outside the window (skybox) and there is a white rectangle in the easter egg area that's probably supposed to be a custom texture.
Merceron 9 Ağu 2013 @ 7:23 
i dont know why,but I only get blue error models in the outside of the map....
wo-wo 8 Ağu 2013 @ 16:52 
Great!
Fancheesy 7 Ağu 2013 @ 13:11 
I have found the secret room !
stormsend 7 Ağu 2013 @ 2:41 
Very nice. Looks great and a nice little puzzle. Found myself outside the box while exploring. Will be looking for expanded map.
Slordar 6 Ağu 2013 @ 20:57 
very great vis
Flutters 6 Ağu 2013 @ 10:27 
Loved it! Especially the little easter-egg! :)
UFO 6 Ağu 2013 @ 8:10 
very good,very hard
Panfriedmuffins 6 Ağu 2013 @ 6:14 
Puzzle was good and the visuals, the lighting just needs to tone down by a decimal but otherwise gorgeous!
Gemarakup 6 Ağu 2013 @ 3:27 
Played the map. I didn't solve it yet, but I found that there is no clip by the squarebeams and you can jump out to the skybox. Also, this may just be my computer, but the lighting is a bit bright. I like what you made though.
raycelbelmond 6 Ağu 2013 @ 2:30 
Visual style OK. Try one of mine Maybe ''Denis'' or ''Katie'' Raycelbelmond
Bearer of the Girth 5 Ağu 2013 @ 20:27 
Simple little puzzle and an interesting visual style. Thumbs up.
Earthboy 5 Ağu 2013 @ 17:17 
The lighting was striking with great morning-sky color. The puzzle took me a couple of tries too!
󠀡 5 Ağu 2013 @ 15:27 
the "near-molten-core" testing creates an entirely different atmosphere, something the original Portal 2 campaign couldn't sell (story-wise). very well done, and tricky puzzle, too! :p2wheatley:
Gemarakup 5 Ağu 2013 @ 11:24 
The flowing objects might not be possible if he's using skybox models.
Banana Fish 5 Ağu 2013 @ 11:20 
visuals are great, but some features might be added like running cubes\turrets inside tubes,more tests(bts) for your skybox or even skybox from last maps of original campaign where you go to wheatley via excursion funnel (there is actually a model for it), i think panels must be implemented much more in your style. its more like positive style.
srs bsnss  [yaratıcı] 5 Ağu 2013 @ 8:08 
Ah, I see. Well if you're doing a sunlight thing, then the fog color "233 220 169" (the yellow used in my 3d skybox here) might work.