Portal 2

Portal 2

34 ratings
Sandy's Twin Adventure
File Size
37.808 MB
Sep 29, 2013 @ 4:43pm
Sep 24, 2015 @ 9:35am
27 Change Notes ( view )

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Sandy's Twin Adventure

Very challenging test with HMW's sendificator device.

I'm aware that the many details of the map and the laser connections are quite a challenge to take in at first. At the time it was the best I could come up with to prevent unintended solutions and to avoid all trapping situations. Hopefully it has its charm how things are done here rather than being annoying. A much cleaner (but not easier!) version of the puzzle is available here, which is directly related to Prototype's magnificent hammer remake Sandifikator.

This test used to be in 'Clean' and 'Art Therapy' style in order for the sendificator to work. Thanks to the help from Teamspen and Prototype this limitation has been overcome and it's now available in original Portal 2 style with no spoken lines.

This is the twin map to Dreamer's Sandy Fikator(both maps started out as twins, over time they became kind of estranged).
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jandlml Mar 12, 2017 @ 8:37pm 
i just got finished playing sanyfied and i still needed to watch the soution for this 3 times. and i realized i messed the cubes back so i used the sandyfied method to get it back so i could switch it istrad of having to do the whole part over again. i hope one day im as smart as you guys!
toncica  [author] Sep 24, 2015 @ 9:39am 
Thank you Polux for showing your face. :)

I took the opportunity to update the map and convert it to original Portal 2 style.
Polux Sep 22, 2015 @ 4:22pm 
I put my face here just for show off :p
Great map.
toncica  [author] Jan 13, 2015 @ 3:52pm 
Fortunately there are plenty of small-to-medium maps. In fact it would be horrible if all maps in the whole workshop would be like this one, very hard and time consuming. I wouldn't want to play such maps exclusively.
ken.roberts Jan 1, 2015 @ 1:03am 
I am gonna admit something. After many years - I find that my own personal tastes now prefer small-to-medium maps with a Difficulty Level of approx 7 out of 10. Although I appreciate the ingenius design of a Map like this - I end up spending so much time figuring out multiple seemingly "impossibilities" - that it is simply too much for me.
toncica  [author] Dec 11, 2014 @ 5:09am 
Thank you again for your very detailed feedback. I'm not sure I understand the issue you have with the bright surface mistaking it for a light. With cold light it would be just as bright, a light was being put on the floor of the door passage because the floor mustn't be portalable. I could make the floor black instead. This map is a pain to update though, it takes ages to compile and it is on the edge of the engine's limit, then the sendificator doesn't work without packing the files in manually and it is restricted to this specific style with Glados voices to work at all.
Ganymede Dec 9, 2014 @ 9:17am 
The rest of the map was (relatively) straight-forward. There were a few parts where I had to reload a number of times before I got right, such as picking up the cube on the other side of the fizzler, or not waiting long enough for the cube to go through the funnel before reversing it, but there was nothing overly difficult logic-wise. That said, running through said steps was still a lot of fun.

It if wasn't for the few qualms I have (surfaces vs lights, identical cubes, a few save-reload maneuvers), this would easily be up there with "Lost" on my list. As it is, though, it's still a really close second.
Ganymede Dec 9, 2014 @ 9:17am 
Then came the toughest part of the puzzle, and, judging from the comments, the part that most people struggled with. You know the part I'm talking about. Again, I did quite a bit of exploring before I thought up a way to pull it off. It was one of those things where I knew exactly what I had to do; I just didn't know how to do it. Speaking of exploring, I really liked your use of blue gel in case you get stuck in the "maintenance cooridor" at the bottom. That means there's at least one map in your workshop that has blue gel in it. =P

Unfortunately I couldn't get much further than that because guess what? I got the cubes mixed up! Again with the puzzles that depend on keeping track of two identical cubes. Oh well... just remember to add those color-coded cubes if they ever get added to BEEMOD.

At this point, I found it easier to just restart the entire map. Yes, I could technically recover from where I was, but it was just so much easier to run through the steps I already knew.
Ganymede Dec 9, 2014 @ 9:17am 
At this point, the puzzle got really interesting. I LOVE the way you used the sendificator. I'll admit, when I first saw the cube on the other side of the grate, I thought it was another "cube passed through the grate" physics glitch. I had completely forgotten that sendificators will send things right through grates.

The funnel was also really clever. I like the way you used a laser to "force" the player to make the cube face either up or down as it comes out the other end. At first I thought it was a coincidence, until I looked more carefully at how the laser was positioned. I had to think quite a bit before I considered "flipping" the ceiling portal around to swap the direction of the cube.
Ganymede Dec 9, 2014 @ 9:16am 
Let's just say I'm not fond of the yellow-tinted lights. I had the same problem in Perplexus. They look too similar to portable surfaces. It gets worse when one of them is shining directly on a surface as it tints the surface a really bright yellow and makes it look even more like a light. This was the second time in one of your maps that I was completely blind to a portable surface because I mistakened it for a light. In fact, there were a few times I had to do a double-take because the sheer brightness of it reminded me of a common graphics glitch. You might consider replacing the yellow lights in that part with white lights, and maybe pull them back so it's not so bright. In this case, I'm referring to the surface between the two doors at the beginning.