White Room (reMiX by josepezdj)
44 Comments
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Talisac Sep 8 @ 12:42am 
2/2 Compared to your walkthrough, I've never seen that white surface to make the big jump on 1st part (the one you're reaching by walking on the very end corner of floor and jumping). And I've tried a few times to throw that cube then decided to find another way..

The same map with more easy-access portal shots would have been a favorite, because, as I stated before, puzzle are great. I have friends playing portal 2 who think a jump in main campain is difficult because you have to portal somewhere while moving...
Talisac Sep 8 @ 12:41am 
1/2 Well, I don't know. Of course it's thumbs up, because the design is awesome and the puzzle are complex. But I felt a bit bad with the skillshots/moves we had to do here.. My F6-F7 combo has never been used that much (or maybe in your other map "oxygen station"). I just can't portal a surface at the other side of the map while moving vertically at high speed, and as the design is quite heavy, FPS go down slightly and this is even more difficult. For the first part, I went up finnaly with funnel, and for the last part I threw the cube in goo from funnel place and stuck myself against the wall, preventing me to enter the portal I needed to open the last fizzler.
Nigel Aug 13 @ 7:40pm 
WHAT A HARM TO MY COMPUTER LAGING GLICHING OMG jk still not bad what was the epic music doing at the end?
dante Aug 10 @ 11:12am 
Oh, that's clever.
P.S. I'm Test Subject #54067 on TWP.
P.P.S. Are you still working on The Enceladus Initiative? You haven't updated the moddb page in so long!
josepezdj  [author] Aug 10 @ 11:04am 
@dante: yes, I use point_viewcontrols prented to func_tracktrains to create the camera movement; the custom text banners fading-in/out are just a custom animated textures (it has 60-100 frames inside) that I use on func_brushes parented to the camera as well ;)
dante Aug 10 @ 9:06am 
How do you do cinematic intros with custom text in Hammer? Is it a point_viewcontrol? If so, how do you get the custom text.
taplonaplo Jun 26 @ 5:19am 
Exceptionally well made map both in visuals and puzzle, although the funnel bugged out on me a lot.
grossedout5 Mar 20 @ 5:22pm 
K, lo siento
josepezdj  [author] Mar 19 @ 10:46pm 
@grossedout5: Good mood always! But dude, please try to reach me using other way :P A comment on my profile or writting to me on TWP or moddb... But not in any of my maps' threads, in order to not spam the maps' discussions ;) Thanks
Mr. Narrator Jan 26 @ 5:17am 
Thanks!
josepezdj  [author] Jan 26 @ 5:14am 
@Mr. Narrator: I grabbed it from DevianART to make my overlay. It was made by a guy called Daveastation (look on the credits). Link below:

Drawing of Chell[daveastation.deviantart.com]
Mr. Narrator Jan 26 @ 4:28am 
Hey where can I find that awesome art from the last screenshot?
UFS FrostGiant Jan 22 @ 8:22am 
Brilliant map,enjoyed every part of playing this map,thumbs up.Can u try mine
http://steamcommunity.com/sharedfiles/filedetails/?id=218380323
Sora Jan 12 @ 6:31am 
Omg, this map is fascinating and gorgeous. With addition, the solution is brilliant!.
Just a little unsastification due to the last part you need to fling the cube to fizzle . Overall, this will be one of my favourite at all times.
WhereIsBaoDur Jan 5 @ 8:28am 
Last part of the map required way to much skill and timing instead of thinking, i disliked it.
The first part was good, the easter egg beautiful.
ken.roberts Dec 15, 2013 @ 7:25am 
That "one move" with the "one tricky shot" that must be perfectly times and aimed. That is what confounded me for 3 days. I thought about it - but never tried it 25 times in a row to make sure I got it. Finally I watched the video - then tried the move over and over - finally got it on the 17 try (approx the 17th try). That beginning part with the extra roow off to the side made White Room - which was already great - FANTASTIC !!!!!!!!!!!!!!!!!!
kings Oct 27, 2013 @ 12:01pm 
what is the name of the intro song? Great map as well!
kiloecho6 Oct 16, 2013 @ 2:48pm 
nice easter egg
presto668 Oct 12, 2013 @ 10:56am 
I watched the video and I have absolutely no idea what was going on there at the end.
Tmast98 Aug 31, 2013 @ 11:26am 
Probably the most beautiful map I have played for quite some time! I loved the idea of a room where everything is portalable, so kudos to that idea!

The intro was amazing, as were the icons that appear on screen at the beggining and when an auto save occurs, I really loved this feature, it made it clear to me when the map had saved itself.

All in all, this has to be one of my favorite maps I have ever played, so kudos to the creators and thanks for creating!
grossedout5 Aug 20, 2013 @ 2:17pm 
Nice map! I played the file version and found some weird ways to complete this myself but you probably fixed them. What is the new on the E. I. (I can spell for my life)???????????/
xzAsiankidzx Aug 19, 2013 @ 6:32pm 
Not Sure If i did it the intended way though
xzAsiankidzx Aug 19, 2013 @ 6:32pm 
I Love It!!!
josepezdj  [author] Aug 18, 2013 @ 1:51am 
@cyhborg: I forgot to reply about that... I don't think I did anything against the rules: for the broken glass I added a plant to give the impression that you can't shoot portals through; the little holes on the upper floor could be "too little" to allow a shot too. And about that white wall you mention, there is a big plant there, so I avoided portals there to make it more realistic not the opposite ;) (and I prevented a portal bumping there that led to an unintended solution) Also there are many func_noportal_volumes on those floors where there are groups of broken tiles... and that is how it should be done, otherwise it would look weird when you open portals and the broken tiles stay in mid-air. I've tried to break the tiles in one or other way to always justify this though, and I think every no-portalable surface has a logic reason.
cyhborg Aug 17, 2013 @ 11:55pm 
@Gemarakup: iirc, the white surface to the left of the pedestal button that controls the cube dropper doesn't allow portals even though it seems large enough. I could be wrong though. And yes, I know there's a fizzler there but portal shots can't go through the broken glass to hit the white surfaces just before the fizzler. They seem to stop dead at the glass as if there's an invisible wall.
josepezdj  [author] Aug 17, 2013 @ 12:30pm 
@cyhborg: thanks for playing, mate! Yeah, there are multiple ways to get up to the upper level and to bring the cube there... About the second part, hehehe... you monster! I unbound keys "a" and "d" to avoid such a maneuver, but I simply didn't think of key "w" :D I'll add it to the next update... Cheers!

Also, the solution videos have been added here.
josepezdj  [author] Aug 17, 2013 @ 12:07pm 
@AD_79: Thanks for commenting, and I'm happy that you liked it. It's a bit twisted but once you have mess around with it for some time, the solutions come easily ;) Some hints have been already said here, but for the first part, check out the grate paralel to the fizzler and think that even if you move the cube from the button, that grate is a gap to shoot portals through ;)

About the scanline effect, there is a stock texture called dev/dev_scanline; it's the only used by the tv monitors in Portal2 although you can't use by default as it hasn't got any .VMT file stocked. I'll write a pm to you to explain a bit more in detail ;)

And finally, as Gemarakup said, maybe you are not playing with the Shader Detail settings to High and you are only watching a pre-rendered version of the water material, it's highly recommendable to play my maps on HIGH settings ;)

Gemarakup Aug 17, 2013 @ 10:37am 
Also, Cyhborg, there's a fizzler behind the broken glass.
Gemarakup Aug 17, 2013 @ 10:37am 
Cyhborg, the slanted portal surfaces aren't meant to be used. (I thought it was obvious). Jose, I think you should link the video here.
AD_79, the blue water is probably dependant on what graphics settings you have, because it's a custom texture.
cyhborg Aug 16, 2013 @ 6:49pm 
Minor crit: the broken glass doesn't allow portals to be shot through it, so it kinda goes against what is established in the regular portal "rules". Also, some white surfaces don't allow portals.
PS I couldn't get to the very end of the easter egg area. Solution please :)?
cyhborg Aug 16, 2013 @ 6:40pm 
Phew! I had to sleep on this twice, once for each section. Fantastic work. I solved it slightly differently than the official solution, though. In the first part I used the funnel to get up to the high platform. In the second part, since I'm not very good at throwing cubes, it didn't occur to me to throw the cube at the fizzler to generate a new one. Instead, I placed the cube in front of the portal I was going into and, once on the other side (in the tractor beam), I looked up and pressed the forward button so that I'd get stuck in the broken bits in the ceiling. This would allow me to remain in the beam while the new cube travels to the button.
AD_79 Aug 16, 2013 @ 4:52pm 
Also, the liquids appear somewhat blue. Is that how it's supposed to be?
AD_79 Aug 16, 2013 @ 4:39pm 
This is a great little map, although I haven't solved it yet. It's clear you put a lot of time into this. I especially liked the 'intro' part. One question, though. How did you do that scanline effect at the beginning? I'm planning on using that in a future map, to show the view of an area through the 'eyes' of a security camera.
josepezdj  [author] Aug 16, 2013 @ 11:28am 
@General_Lecter: thanks for the positive comments on the map! :D I hope that you keep on trying to solve it with the hints Toncica threw ;) I've changed the twp link to the topic, instead of the map's download page because you're right, it always returns an "Access Denied" mess.

@Prototype: haha... good finds! :D Thanks, dude. I'll fix those little gaps in the next update ;) Cheers!
Prototype Aug 16, 2013 @ 12:54am 
I have found a little hole that allows for an easier solution to the first part. Here is my solution: https://www.dropbox.com/s/cu4lnw4devyg857/whiteroomremix.dem The graphic design is awesome and the puzzles are challenging too, great map.
toncica  [author] Aug 15, 2013 @ 5:06am 
I was struggling with the first part myself, it was a tough one. Somehow I was expecting a completely different solution to that. Only when I started to think about which kind of familiar approach - not a carbon copy - could be done, the solution became apparent. So it helped me in a way.
General_Lecter_ Aug 15, 2013 @ 4:50am 
The TWP link from the map description is broken BTW... I'm just being sent to an 'Access Denied' page... ;)
General_Lecter_ Aug 15, 2013 @ 4:47am 
Yeah, I know the grate is there for a reason and I have to use the funnel side wall somehow, but using those I've been able to bring to the laser area the funnel and myself only... the cube has to stand at the bridge button.
Also noticed the broken glass next to the bridge button, but using that one I'm able to bring the cube and funnel only, since I have to stand on the main floor's fizzler button.

It seems that many other people at TWP were stuck here aswell so I'll just keep trying!

Could you also tell me if solving the original WR would help me with the first part of this one?
toncica  [author] Aug 15, 2013 @ 1:13am 
If I may try to give a subtle hint(s), sometimes a detour is the best (or only) possible way, don't ignore the grating next to the fizzle.

As to the intention of the simplified WR, it does not help directly, but maybe the player draws conclusions from one detail that is different on that map. Unlike in the simple WR, the funnel has a very special position in these maps which enables him to perform a crucial maneuver.
Gemarakup Aug 14, 2013 @ 9:51pm 
On his youtube channel, there is a soloution. Just be aware of the maps that have the "Jose" symbol on them.
General_Lecter_ Aug 14, 2013 @ 3:59pm 
I can either reach the laser field area or bring the cube there, with the funnel properly placed in both cases... but I'm completely stuck at finding the way to bring cube, funnel and myself together... aaargh! O_o

Also been playing the original White Room, but no success either. I was able to solve the simplified version of WR though, but I can't really see how it is related to the solution to these maps... Could you give us a subtle hint, without spoiling the solution?

The visuals on this one are fantastic anyway... Possibly the best-looking custom map I've played so far! I'll be giving it a second/third/whatever chance for sure! :)
[ReVo]Editor_of_Future Aug 14, 2013 @ 12:08pm 
A very very nice map.
I LIKE

PS: GOOD JOB.
josepezdj  [author] Aug 13, 2013 @ 10:19am 
yeah, man! :D
Gemarakup Aug 13, 2013 @ 10:19am 
YAAAAAAAY! It's finally working.