Portal 2

Portal 2

Cave's Caves
Počet komentářů: 155
Pstrywb 25. čvc. 2022 v 15.55 
Very very frustrating and finicky puzzles
Dr. FeelGoose 14. led. 2022 v 13.04 
Nice hammer work, but some of the puzzles were incredibly tedious and frustrating. They were rewarding to pull off, though!
Gabriel Bacon 1. led. 2021 v 18.38 
That was hilarious & loads of fun. Challenging puzzles. Good job, thanks for making this!!
Megalodon4 7. pro. 2019 v 14.35 
It crashes my game all the time, unplayable:steamsad:
Malfaction 5. zář. 2019 v 13.50 
What an epic adventure!! Great map with challenging steps to get to the exit. Many thumbs up!!
zeo1337 29. led. 2019 v 14.30 
+ Behind the scenes areas
+ Multiple endings
- Malfunctioning tests
- Avoided using quicksave to return to earlier decision
shadowyblade 11. pro. 2017 v 21.19 
Wow, that was amazing, for a fan-made map. I really liked that there were two possible endings, unlike the complete and total linearity in both the Half Life and Portal series.
One Size Fetts All 30. zář. 2017 v 13.16 
Platform in chamber 1 is impossible to get to. I've tried like 20 times now and I always seem to bounce off the wall in a way that makes no sense.
Veckman 28. srp. 2017 v 18.19 
Really cool! I like the multi-ending thing

Here is the good ending:

https://www.youtube.com/watch?v=uCVvlSmQ5Oo

I guess...
SpAM_CAN  [autor] 7. čvn. 2017 v 2.33 
@darionofdarionandbilly - Which platform? There's a few...
darionofdarionandbilly 5. čvn. 2017 v 16.20 
You made getting to that platform too hard.
intheloop16 2. říj. 2016 v 16.29 
Overall, I really enjoyed completing these chambers. I liked the mix between puzzle solving and skill-based challenges (i.e. the second chamber compared to navigating the third chamber without fizzling the cube). The first chamber took me a little while because I made it way harder than it needed to be, but I flew through the second one. Once I made it to Chamber 3, I had a bit of an "Oh crap" moment when I realized how I was supposed to get the cube to the button, but fortunately I managed to do it in a few attempts :steamhappy: The fourth one became more frustrating than it needed to be on the final jump since it reset you to the very beginning, forcing you to repeat the entire cube section all over again. Minus the chamber 4 nitpicks, great work with the level!
c87nn 18. srp. 2016 v 11.34 
@jq: ROBLOX ITEM TARGETED.
semujjang 15. srp. 2015 v 8.31 
qudtlsdl dkfls Tmfpslr aksemfwl akfk tlrks aksdkqlgksek.
DrAlexDamaging 4. srp. 2015 v 20.57 
i found alt ending
SpAM_CAN  [autor] 22. čvc. 2015 v 2.15 
rurousha-7777 - Valve changed something in Portal 2 that causes that to happen sometimes. It's very annoying, but there's not a whole lot I can do about it. (I don't think I have the VMF for this anymore to recompile it).
rurousha-7777 21. čvc. 2015 v 23.02 
Glitched? In the second chamber the box did not go through the portal after being dropped.
SpAM_CAN  [autor] 8. dub. 2015 v 13.15 
@Someone - Thank you! :D
Nobody No-One 7. dub. 2015 v 13.48 
Just realized, in my first comment, I repeated Great too much...
Nobody No-One 7. dub. 2015 v 13.47 
You should make more maps.
Nobody No-One 7. dub. 2015 v 13.47 
Still great as ever... and your portal mod outside influence looks Great.
SpAM_CAN  [autor] 16. bře. 2015 v 4.50 
TheInferniator - There's a video here. It's slightly different, but basically the same method. https://www.youtube.com/watch?v=LyxrQ20xjUw
Robot 13. bře. 2015 v 10.11 
Ok. I have no idea how to complete the second chamber. Any help?
TS_Mind_Swept 13. úno. 2015 v 12.26 
in all fairness, I loved it.
SpAM_CAN  [autor] 13. úno. 2015 v 5.51 
wildgoosespeeder - I don't design things to be played with a controller, but I grant you that this map is entirely too focussed on pin-point accuracy. Going back and playing it recently, everything is far too finicky, and relies on fling-archs that don't work properly. I'm still fond of this one, but it's primarily due to the visuals.
wildgoosespeeder 13. úno. 2015 v 0.38 
It's nice Hammer work but that only gets this chamber so far. As for the puzzles, they are not very friendly with an Xbox 360 controller (I connect my HDTV to my computer) because they rely on a high amount of reflexes and are borderline broken. The first test of this map I missed the orange gel jump too many times because reflexes are needed. I just noclipped because it failed everytime. The second area you can get stuck and was not very clear to bounce up and above the gel dropper. The third area was just tedious and too tight as I ended up fizzling so many cubes. Turret section if you disobey orders I couldn't figure out. Fourth and final area was tedious and relied too heavily on reflexes for the final jump. Sorry man. I don't like how this one turned out.
TS_Mind_Swept 27. lis. 2014 v 12.56 
where oh where has my vmf gone. :p
SpAM_CAN  [autor] 27. lis. 2014 v 12.54 
Sadly, no. I don't know where my VMF has gone - but I know that either method works. Portal 2 uses loadsaved afaik.
TS_Mind_Swept 27. lis. 2014 v 12.53 
well for being made quickly it was pretty good, and the reusing parts is a good idea, fast or not, it just makes a map better. :D
Could you look at the map and see what you did? I'm sure it would be helpful.
SpAM_CAN  [autor] 27. lis. 2014 v 12.34 
Thanks for the feedback! The whole thing was made really quickly, so reusing various tests was due to nessessity - As for the fade out, there is an entity called player_loadsave that can do a fade out and reload, or you can kill the player and use an env_fade - I don't remember which I used here.
TS_Mind_Swept 26. lis. 2014 v 21.12 
Aight, I definately liked left better, but right was ok, not really that hard at all, more like the beginer exit. And lol, organ donor; that part was all :s though, not so sure about that. Dunno if using test chamber 4 for both was the best option, but oh well, its your map. My only issue is that there are like, 5 or more different ways you could do this chamber, i want to do all of them, but i don't want to play the map so many times. Maybe make some videos of all the possabilities? just a thought. 9.75/10
TS_Mind_Swept 26. lis. 2014 v 20.42 
Overall, really decent set of chambers, and I love how you linked most of them together to be used multiple times, especially that funnel hint, that was a great bonus. I'm smelling a 10/10, but you'll get a final rating after i go right.
One more thing, how do you make the water fade to black? i want to do that for a chamber (like in the wheatly chambers) for when ppl fall off an edge, but i can't figure out how to do it. I'd appreciate you tellimg me how you did it.
TS_Mind_Swept 26. lis. 2014 v 20.40 
That was pretty good, I went left, and I want to try the other way, plus i also didn't go to the elevator with the big sign that said "Final Exit" on it. At first i didn't see that i could just walk over there, then when i started climbing, i just didn't want to, i also didn't trust it. >.> The turrets weighing down the buddins was something i wouldn't have thought of normally, its a good thing i let my mind go all over the place. :p The visuals are great and the map is a nice size, and progress is continueous enough to keep interest, which isn't easy to do, so good job on that. Although I died quite a few times, there were save points, but not all that many, just gotta remember to quick save. I also agree with proxie about the weighting rooms being REALLY bright, that was like *.* so it would be good if it was toned down, like, a lot.
proxie 6. led. 2014 v 15.20 
1) Tone down the brightness in the orange rooms near the beginning of the first level and end of the funnel level. They don't really match the dark underground atmosphere. Maybe add an old couch and table infront of the sign, like a waiting room.

2) Add some sort of light after beating the first puzzle room, the 90 degree angle pitch-black hallway is awkward.

Other than those 2 minor things, the puzzles were pretty fun. Trial and error with the cube got a bit annoying though. I hope to see Part 2 :p2turret:
SpAM_CAN  [autor] 10. říj. 2013 v 16.20 
I'm currently aware of a serious bug in Chamber 2. I'm going to do my best to fix it, though I'm not sure I have the map files or anything for this anymore.
SpAM_CAN  [autor] 31. srp. 2013 v 4.09 
Thanks! Glad you liked it!
Anderstein 30. srp. 2013 v 14.49 
It has absolutely far too few subscribers!
Anderstein 30. srp. 2013 v 14.43 
Very good designed map with good voice acting and difficult puzzles (yeah!) and ... so huge!
At the beginning I thought "I don´t like this learning by dieing , it doesn´t fit to portal gamepay". Now I would say it´s okay, because the two-way-choice isn´t typical to portal, too, but is very cool!
SpAM_CAN  [autor] 25. čvc. 2013 v 18.27 
Maybe one day!
a 25. čvc. 2013 v 16.56 
Great map Finshed And Can you make Cave's Cave's 2?
Nobody No-One 2. čvn. 2013 v 8.24 
It did that sometimes I think, but it might work now.
SpAM_CAN  [autor] 1. čvn. 2013 v 16.12 
Yeah, and it keeps bouncing off an invisible block brush that I had there. Unless its started working again...
Nobody No-One 1. čvn. 2013 v 14.48 
What? Last time I played it it worked. Is the second test the closed area with the cube that is flung through many panels?
SpAM_CAN  [autor] 1. čvn. 2013 v 12.28 
Fair enough! I still need to fix that flaw in the second test though - Valve changed the way ent_fire can be called through pointcommand entities which broke the chamber.
Nobody No-One 31. kvě. 2013 v 14.34 
There would be no way to block this, as the panel you shoot a portal on is the one that the orange gel comes off of. It's just an alternate way, no need to fix it.
Nobody No-One 31. kvě. 2013 v 14.33 
Oh I see how skunk rocker solved the first test without the walls. You know the three portalable panels, one that blue gel must come out of, one that orange gel must come out of? Shoot a portal on the top panel, go to the blue gel emitter, jump on the blue gel and shoot a portal. Take the cube off the button before doing this.
The Skunk Rocker 5. kvě. 2013 v 16.20 
I don't remember, I just remember when I got onto that elevator platform I was thinking "I never used those two walls, what were they for?"
SpAM_CAN  [autor] 5. kvě. 2013 v 15.37 
Anyway, thanks for the feedback. I do appreciate it, even if I seem a little unreceptive in my wording.

Out of curiosity, how DID you solve the first test?
SpAM_CAN  [autor] 5. kvě. 2013 v 15.36 
As for the final puzzle, when you obey Cave gives you it has no timer at all. The idea is for obeying him to be the easier way out. The quick-shot portalling isn't that quick if you pay full attention to the surroundings, but a problem I discovered on the recent playthrough was that the windows block your vision far too much for the portal placement to be obvious. Again, its a matter of hindsight really, and a lot of your critisisms are totally valid. As for the saving thing, I deliberately omitted autosaves from that chamber simply because of the timer. If i were to have autosaves, it could very likely save when the player is close to running out of time, essentially being an unwinnable situation. Yeah, I could have found another method, but I was rushing to get this done in time for the contest entry - it was 5AM, I'd been up all night. Its something I should have caught, but just like the fact that in the 1st release it doesn't give you a portal gun, it was something I'd overlooked
SpAM_CAN  [autor] 5. kvě. 2013 v 15.34 
@Skunkrocker - The first puzzle I'll grant you is a tad all over the place. Playing it again myself recently its a little mental to expect someone to figure out what to do just by looking at it.

The turret-door bit is simple - if you hold down the mouse button it'll fire the portal when it needs to be fired. Its just a weird thing about how Portal 2 does its projectiles and portal placement, really. Trying to be accurate just doesn't work, instead holding down the button works a treat.