Portal 2

Portal 2

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From the Ground Up v. 1.3
File Size
16.742 MB
May 11, 2012 @ 7:53am
May 14, 2012 @ 6:35am

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From the Ground Up v. 1.3

As the title says get to the top of the tower. First you have to power it up. Look around for clues.

I've streamlined the puzzle elements since the last iteration, and added a couple of elements. The puzzle elements have been changed from the previous version and there are now more obstacles in the previously empty final tower.

I've also opened up the gels and portalable surfaces. Feel free to play around in the sandbox that is this city.block.


#reddit #moondustcity
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wetimitsu Jul 25, 2012 @ 12:42pm 
great map it looked very complicated at first
Cahiers du Ludica  [author] Jun 4, 2012 @ 6:27am 
Constructive criticism is good. I'll be improving this in the future when I can get time. Thanks for trying it out and the feedback! One of my primary design goals was to have a sandbox, but also make it solvable. I don't like how it is solved, by the way, and that's something I want to change to have a bit more flow and interest.

The fact that some feedback has told me that people solved this the "nontraditional" way is good. But not knowing the traditional way can be a hindrance too.

To open the exit doors, you need to hit/ the laser catchers in the tower, and have all 4 laser relays in the outside tower.

Again, I don't actually like the puzzle design there. But I do like that you have fun in a sandbox kind of way.
Eagleshadow Jun 4, 2012 @ 5:58am 
The map is insanely fun to navigate through because of many portalable surface and feeling of open space, and design itself. But the abundance of test elements coupled with almost complete lack of indicator lines for what does what make it insanely annoying to actually try to finish it.
I was able to reach the top of the tower right away with few clever jumps, but I have no idea what is supposed to be done to open the exit doors. I can go around solving the random puzzle piecies (at least that's how they feel) but all I seem to be acomplishing is unlocking some seemingly redundant shortcuts and whatnot. This is meant as a constructive critisism so I hope my comment doesn't hurt you or anything. If the map had indicator lines it would make for an entierly different gameplay experience, probably one that you had in mind when making this. So trying to fix that might be worth a shot. It's amazing of you to try to make such open-space map, quite a mapping challenge as I can see.