Portal 2

Portal 2

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Super hard logic map
   
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Super hard logic map

Description
A computer program helped me creating this very hard map.
Solvable by logical thinking.
A solution can be found here:
http://superiki.de/portal2/29jun2013/solution.html
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15 Comments
Almisuifre Oct 18, 2016 @ 7:59am 
Very curious creating process !
"What can I shoot from where I am" and the circle procedure seem to be the core of the program's result. It can't be hard since each following step is the only way to progress. Also, I'm sure the logic can be preserved while reducing distances (too much walks imo), and the layout could show the exit from the elevator arrival. The "reset" area is odd at 1st glance but quickly identified as a "reset area". Well, some human tweaks are still needed, that's reassuring ;)
Thanks for this interesting initiative !
vioray Nov 5, 2014 @ 10:10am 
fun map with a challenging puzzle that requires some forward thinking
batman Nov 1, 2014 @ 12:00pm 
well it's cool map but i have the feeling that there is not so many possible ways to try. i mean this map solves itself
yannick12 Sep 15, 2014 @ 1:12pm 
Eventually either your iteration will get to the exit state or your set of reachable states will converge without containing the exit state, in which case the level is impossible. If the level is possible then you make a note of which buttons did what and how many moves it takes to reach the exit state. You then leave the program on for a few weeks and then look at the levels which are possible but which take a large number of moves to finish; there are your super-hard levels.
yannick12 Sep 15, 2014 @ 1:12pm 
The interesting thing is what the buttons do. The idea is that you just randomly make a choice about what each of the three big buttons does. And then you start a computer search in the following way; a "state" is a list of where the player is, where each portal is, and where the three cubes are. A move (thought of as an edge between two states) is either passing through a portal (possibly carrying cubes if they're in the same room as you), pressing a pedestal button, or putting a block on a big button. The resulting graph has a huge number of vertices (in the millions) but each vertex has only a relatively small number of edges coming from it so you could search for a path to the exit as follows: start off with a set containing the initial state. And then on each iteration add all the states you can get to in one move from the states you've already reached. It should be relatively easy to iterate this process, because there are only a few million states. [one more]
yannick12 Sep 15, 2014 @ 1:11pm 
PS I think that should be possible to generate much much harder levels than this. Here's what I'm thinking.

Start with a basic template of 10 rooms, say; three rooms with cube droppers, three rooms with pedastal buttons which trigger the cube droppers, three rooms with big buttons that trigger wall flip panels, and an exit room. Each big button could flip three wall panels, one to "off" and two to "on". There are your choices -- you decide which three rooms are affected by each button. Each of the ten rooms could be accessible from every other room; for example they could be in a 3x3 grid with an extra room on one edge and most interior walls could be made from the wire fencing used in this level. But you can only move into a room if the panel is "on".

[continued next post]
yannick12 Sep 15, 2014 @ 12:51pm 
That is a really good level. In fact this is the best portal 2 level I've played. I was specifically looking for "zen" levels and I asked in this thread:

http://forums.steampowered.com/forums/showthread.php?t=3255325

and someone pointed me to this level, which is exactly what I was looking for. I solved the level with pencil and paper on a train ride, and when I got home I played through my solution and it worked.

If anyone knows of any other levels like this -- levels that can be solved with pure logic and need absolutely no timing or precision of any kind -- I would really appreciate it if they mentioned it on the thread linked to above. I would like to create a list of levels like this.
Haggis Jun 26, 2014 @ 11:40am 
I totally agree with all the comments, this was an awesome map. Hard to believe a program came up with this puzzle. The lack of signage was a problem for me, it took me ages to figure out that the prop button at the start switched on the fizzlers below the cube droppers, reseting the map to start again . Well done for creating such a great program.
chrik  [author] Oct 28, 2013 @ 5:01pm 
The complete logic was made by the program. The program also gives a roomwise layout in ASCII and it specifies precisely the visibility conditions. I had to map it afterwards according to these specfications. I made a a prototype which generates workshop maps directly, but they normally look very ugly.
Mevious Oct 25, 2013 @ 10:38pm 
Impressive. How much of this puzzle was made by the program, and how much did you need to edit?