Portal 2

Portal 2

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kimist108 Mar 12, 2014 @ 5:11pm 
Enjoyed this one. On to the next one.
GW Apr 29, 2013 @ 8:25am 
Since your other/the same map was accidently posted separately and will get removed, I may as well reply to you hear :P

I totally get about the 1750 item limit, I forgot to mention in my comment but if you're struggling for space then I wouldn't worry about making things look nicer, its more important that he puzzle is solveable in the way you intend. Nevertheless if you can pull it off then go for it.

After being inspired by your map, I'm currently working on a concept map just to test an idea out - the idea being, a relatively simple puzzle that, just when you think you've completed it traps you, and you then get kidnapped by turrets :D
I think it would make an interesting starting point to a collection of maps where you're solving puzzles because the turrets are forcing you - revenge for all their brothers that you've destroyed ;)
Eventually, of course, leading to a map where you escape and wreck that shit, and find freedom... or atleast, freedom back into normal puzzles :P
Mitch McWiggins  [author] Apr 28, 2013 @ 7:36pm 
Hmm, has this ever happened to anyone else, and if so, how do I fix it? (I apologize if this annoys anyone--I realize this isn't the place for me to ask this question, but... I'm going to do it anyway).

Something was wrong with my connection to Steam when I updated & republished this map a few days ago, so for some reason it published my update as a completely new map. Now I have two Recalcitrant maps, and the one in my editor is tied to the new one, not this one. :( Weird.
Mitch McWiggins  [author] Apr 18, 2013 @ 8:44pm 
Updated. What else have I missed? :)
Mitch McWiggins  [author] Apr 18, 2013 @ 4:07pm 
Nothing's broken--I originally designed this map before I knew about portal bumping. . I'll make another adjustment. Good catch, thanks.
Mitch McWiggins  [author] Apr 15, 2013 @ 10:38pm 
Thanks for playing, stormsend.
And Myr, I inserted a grating that I think will prevent that from happening anymore. But I could be wrong--I've been wrong plenty of times before. Thanks all.
stormsend Apr 13, 2013 @ 6:14am 
Great job. I had fun killing those turrets. Got em all. Will try again to see if I can do it without killing any. That laser/funnel thing was way cool. Good use of the conversion gel. Moving on to your next one. See ya round the workshop.
Mitch McWiggins  [author] Apr 11, 2013 @ 6:08am 
*headsmack* Right! Okay... I think I know what to try next. :) Thanks
Mitch McWiggins  [author] Apr 10, 2013 @ 9:06pm 
There, fixed.
...I think.
Let me know of anything else you find. Thanks!
Mitch McWiggins  [author] Apr 7, 2013 @ 3:23pm 
Myr, I just watched your video, good one. I knew I was in trouble when the video started and it was only 33 seconds long! :)

The rogue turrets and I had not thought of that one. I think I'll have to release an update soon. Thanks for playing!
Mitch McWiggins  [author] Mar 22, 2013 @ 3:00pm 
Updated: some design improvements to avoid unintended stuff. Thanks.
SkyRoots Feb 23, 2013 @ 9:21am 
Nice adventure. I really liked the solution to the laser puzzle.
chez Feb 19, 2013 @ 6:54pm 
Subbed :) Interesting cover picture
Mitch McWiggins  [author] Feb 19, 2013 @ 1:30pm 
Ravoria, thanks for the excellent feedback! (There are some updates I want to make but my maps aren't compiling. Started a few days ago, just gets hung up on the last bit of building Geometry. Ugh.) I have more of your maps in my queue.
Ravoria Feb 19, 2013 @ 1:14pm 
Got the second challenge; that was fun, and that's a good way to enforce not killing the turrets.
Ravoria Feb 19, 2013 @ 10:31am 
Fun map, i liked the concepts although the design could be improved a bit (especially figuring out where to go at the beginning). dark room was confusing because the grating looked a lot like a flip panel, that part with the funnel and the lift was excellent especially since I didn't immediately realize I was supposed to use the second cube, but I think it would work better with a light bridge, funnel, lift, or basically anything other than a panel... although that's debatable, depending on how obvious you want that part to be. In the next area, I wondered if I was supposed to jump into the angled panel, didn't actually try so I dunno if that was intended. Got all the turrets (although I only knew how to find the ones you access via the gel tunnel when I noclipped to figure out the dark room). I'll try the Super Bonus Challenge when I get a chance. Here's one of mine you might enjoy: http://steamcommunity.com/sharedfiles/filedetails/?id=118113879
Jade BGE Feb 16, 2013 @ 6:17pm 
Very nice. I liked getting through that a lot. An adventure is my favorite. I thought I had to take the companion cube with me so I did, but I guess not. Thanks Mitch for your work.
mood3rd Feb 13, 2013 @ 8:33am 
yes, better lighting sounds great.
it would be a shame if players don't make it out of your 1st chamber.
not to mention the negative impact, of they don't see it,
could have on your ratings.
also they would miss out on playing such a good map.
Mitch McWiggins  [author] Feb 12, 2013 @ 7:33pm 
Thanks mood3rd, I'll try that one very soon.
I've been curious about that portalable area up there, whether it's hard or easy to spot. Maybe I'll stick a light up in there, I don't know. Glad you found it though!
mood3rd Feb 12, 2013 @ 11:14am 
very good map
the portable are behind the graiting is hard to spot.
I always like killing turrets :)
activating the laser catcher was very good.
when I entered the next chamber, I thought, wow.
the fing was perfect :)
keep up the good work.
please try another map from my workshop:
daloboy Feb 3, 2013 @ 8:59pm 
You're wellcome!
Mitch McWiggins  [author] Feb 3, 2013 @ 8:42pm 
That gives me something to think about--after all, things aren't as complex/challenging when an item only has one use. Thanks, and thanks for playing!
daloboy Feb 3, 2013 @ 8:11pm 
Really nice fun! Well laided out! If you want, you could make some use of those to solve the puzzle! Thanks.