Portal 2

Portal 2

Defiance (Part 2)
67 Comments
Silvershadow63 Feb 11, 2023 @ 4:46pm 
Very Nice. Thanks for the challenge Skyferret. Much Fun!
Skyferret  [author] Aug 28, 2022 @ 11:13am 
:)
lumpus2000 Aug 28, 2022 @ 2:43am 
One of the best Maps i ever played !!!!
THX !!!!!!! :-) :-)
vallibus Dec 26, 2021 @ 12:39pm 
Very nice follow up to part 1.
Der Bejijing Dec 21, 2021 @ 11:40am 
What an amazing adventure.. I especially liked the first puzzle. The lightning however was weird sometimes. Some props were changing their brightness depending on my angle of view, which was a bit annoying but otherwise great work :steamthumbsup:
s36e175 Jul 30, 2021 @ 1:13am 
Yeah I enjoyed that one, much better than Part 1 which was too much trial-and-error and consequently not much fun..
hub Jun 11, 2020 @ 1:40am 
:maglike:
Skyferret  [author] May 12, 2020 @ 1:57am 
Thanks.
StabGami May 11, 2020 @ 8:55pm 
Seriously, some of your maps are better than the original game, and this is one of them. Brilliant design and a super challenging unique way of thinking to get out. Just amazing. Great work.
Skyferret  [author] Apr 28, 2020 @ 3:13am 
:)
Calwin Apr 28, 2020 @ 3:10am 
I enjoyed this one quite a bit. I was thinking this is why I still play this game, this is what it's about!
hfmanson Oct 2, 2019 @ 11:05am 
Nice map!
Winnie Wheatley Jan 27, 2019 @ 9:20pm 
:qr: Really awesome map! As always to favorites. Thanks:))) :steamhappy:
Skyferret  [author] Mar 1, 2018 @ 6:02am 
Thank you.
Expat Mar 1, 2018 @ 2:44am 
Phew, that was a trek. Beautiful and challenging.
Thomas Jun 10, 2017 @ 4:29pm 
Ahh, these maps make me feel like Wheatley when I solve them
kot16ru Feb 22, 2017 @ 12:23pm 
best job. gg. thanks.
lfairban Nov 25, 2016 @ 9:49pm 
I liked the last move. Sort of like jam on toast.
bullfrog Oct 4, 2016 @ 10:04pm 
Brilliant, really enjoyed this, difficult enough to make you think hard, but doable/not ridiculous, thank you. I tried Defiance (Part 1) before this; it seems to load OK, but stood in lift at the start and nothing happened i.e. I could shoot gun, move, jump etc but lift doesn't move (see public screenshot under my profile)... any idea?
Petutski Aug 22, 2016 @ 6:57am 
Great fun! Thanks!
Skyferret  [author] Jul 5, 2016 @ 1:32pm 
thanks
zazaza Jul 5, 2016 @ 6:16am 
Awesome map :)
Skyferret  [author] May 31, 2016 @ 4:19am 
@DeathWish808.........Thanks for the video. I've been actually thinking about adding some more flingin's into the next chapter of the series I'm working on.

Cheers.
DeathWish808 May 30, 2016 @ 3:46pm 
Even though I typicall like the fling puzzles more, this was my favorite. Very nicely done and the puzzles were very though out and slightly more diffilcult than normal.

https://youtu.be/HhWladRQ5w0
Skyferret  [author] Jan 21, 2016 @ 12:33pm 
:)
Trensposys Jan 21, 2016 @ 11:00am 
This one was amazing again. Just the perfect amount of puzzle and clues.. Thanks for building it.
Skyferret  [author] Jan 18, 2016 @ 2:04am 
@ tu7650x .......Thanks. Glad you like it.
tu7650x Jan 17, 2016 @ 4:59pm 
Very nice suite of maps. Both challenging and great looking. I particularly like the huge rooms and their massive architecture. They are large and very detailed in regard to construction and lighting. These large areas immediately convey a feeling of dread due to their sheer size and bottomless pits.

Also, both parts feature many surprises and well thought out obstacles that force the player to be resourceful (and sometimes quick) in order to overcome the multiple obstacles. Very satisfying to play. Beautiful work Skyferret!
Skyferret  [author] Nov 25, 2015 @ 2:32am 
WK2Trailhawk.......In the play-thru video in the comments, what you saw was the actual solution. Perhaps you might have found a different way.
Thanks for playing.
WK2Trailhawk Nov 24, 2015 @ 2:25pm 
Wow, that was fun and clever. Had me going around in circles a few times there. After completion I was curious about how others were handling the last chamber so I watched another commenters walk through and noticed a different approach on how to manage the final gap. I was on the upper light bridge with gel and jumped up on the ceiling tile above me. From there I was able to simply jump the gap. The other player spanned the gap with gel on the light birdge and made a single jump across. I'm guessing that this was actually the intended method. Just curious.
dcook Nov 20, 2015 @ 8:30am 
you are an evil person..... Great map!!!! :steamhappy:
Rx Sep 8, 2015 @ 11:43am 
Superb
PsyMan Jul 23, 2015 @ 11:01am 
Enjoyed both although I had to abandon part 1 due to some door issues and ending up lost but looks great, enjoyed part 2
Instantiation Jul 11, 2015 @ 10:33am 
Constantly makes you feel like a genius. Even better than the first one.
Spaceminnow Jun 16, 2015 @ 4:23pm 
I am drawing closer to your newer maps :D
Skyferret  [author] Jun 16, 2015 @ 4:01am 
I suppose part one was a bit of "explore and look" compared to what you're used to. You might find my design methodology in my Hammer maps has evolved a bit towards more logic as you get closer to the newest ones. Hammer was a learning curve at first.

But thanks for playing.
Spaceminnow Jun 15, 2015 @ 10:03pm 
For me part 2 is much more enjoyable. The puzzle idea are fun and clever :)
Malfaction Mar 17, 2015 @ 12:16pm 
Very nice! Need more defiance!! Thumbs up!
ken.roberts Jan 12, 2015 @ 10:56pm 
Just great. A deliscious adventure. The Blue Gel climbs at the latter portion were fun fun fun.
glenncook Dec 21, 2014 @ 10:47pm 
Great map. Part 1 was wicked too.
quat Dec 3, 2014 @ 2:27pm 
More fun stuff - it's possible to grab the laser box through the laser field and bring it all the way to the end !

Possible to skip the first bridge puzzle by transporting the gel outside and jumping through the ceiling. It's arguably much, much harder to do than just doing it like a normal person, but I found it fun :)
Chelliste Dec 3, 2014 @ 8:59am 
Excellent. No bug-traps this time, though there is one place where you have to look very carefully for the way to proceed.
big red foot Dec 2, 2014 @ 8:05am 
I just loved it
racknae Oct 23, 2014 @ 2:43pm 
I meant more from a narrative standpoint. Intentionally having a vacuum tube launching stuff into an office room doesn't seem like something Aperture would logically do.
Skyferret  [author] Oct 23, 2014 @ 3:38am 
@Sir Spook. The vac tube depositing you into the industrial control room is continuation from where part 1 left off. But thanks for playing. Oh, and I didn't have stuff breaking through the walls because it's reconstruction style. Didn't want to make it look too dilapidated. I suppose some vac tubes busting out of the floor could have sufficed.
racknae Oct 22, 2014 @ 10:06pm 
Pretty nice. The tube at the beginning depositing me where it does though makes no sense, though. Make it broken up or something. It would also help make the surrounding room less empty and bland if there was some fallen tubing breaking through the walls.

Second test was good. Interesting method of dispersing the bounce gel onto the bridges. Good work.

Care to try one of mine?
http://steamcommunity.com/sharedfiles/filedetails/?id=325612573
kimist108 Sep 27, 2014 @ 2:48pm 
Enjoyed this one as much as part 1. Makes you think while having fun.
Skyferret  [author] Sep 25, 2014 @ 9:56pm 
Might be a glitch on your end. I usually put a trigger_once in the departure elevator shaft to trigger point_clientcommand as well as global_pti_ents. I've got a new one that's not finished but it's there to play-test for now (industrial underground style). It's "friends only" published but the doors open if you wish to invite.
The Sojourner Sep 25, 2014 @ 9:36pm 
@Skyferret, yeah I recently discovered that the instance was a requirement as well. The odd part is that I can't tell whether there was an output to the @relay_pti_level_end or not, or if it's just my computer being weird with me....
Skyferret  [author] Sep 22, 2014 @ 1:17pm 
@Mr. Crowley: I actually did play your map a while ago. Excellent work.