Portal 2

Portal 2

Pre-Emptive Testing
13 Comments
cochetmichel49 Apr 24, 2017 @ 2:26am 
Nice design, even if nothing looks evident. Thanks again for your creations§
Willburb  [author] Sep 23, 2016 @ 5:44pm 
Was refering to the automated system during the first half of portal 2. At best it seemed to be able to move the elevators between chambers, and to play recorded messages. Nothing big, nore is there an overarching plot for the map. It's just a silly test of trying to find a use for the pneumatic diversity vent.
Shadow Kira Sep 23, 2016 @ 4:50am 
Who was the Ai?
Willburb  [author] Jun 14, 2016 @ 8:02pm 
it was a day of ♥♥♥♥♥♥♥ about in hammer. To take a break from other projects. I don't see how I should be heart broken over it having problems? Plus. This was made... Just shy of a year ago.
n/a Jun 14, 2016 @ 6:14pm 
It seems you spent a lot of time on something with many issues.
Willburb  [author] Aug 29, 2015 @ 1:38pm 
I heavily agree about the last part, as saying you need to jump through a not solid prop is not intended or even part of the original sollution. It's clear i wasn't able to telegraph the moving arm on the rail, and that also made the last vent useless to you as it was never clear that the arm could be moved by it. (the second vent is there to prevent the player from needing to go all the way back to the first vent to place a portal for it. This test could have heavily benefited from being done in a clean style chamber with some form of highlighting to the player.
KyloX Aug 29, 2015 @ 12:59pm 
As many has pointed out, this is very un-friendly map for players. Even though I liked the desgin very much (despite some lighting issues here and there), but the unforgiving experience it gives to a player, it becomes more of a anoying map than an interesting one.

The last area is probably the main problem as some props as solid, others not ( like who could had figured that you had to jump through a not solid prop on the last jump). I bumped into "something" few times trying to jump the gap (before the last jump), as well there are few invisible walls that just b*tch slap the player for trying to solve it a different way, even though it is a reseanable way to solve it. If you gona make it a one way ticket to exit, try to block other ways so that the player doesn't try it and than get killed themself just because you said "I don't want you to solve it this way", it really grinds everybodies gears. Plus the extra vent in the end doesn't have a porpuse.
The Sojourner Aug 21, 2015 @ 1:53pm 
Nice design, though I struggled with the final fling (and although it was a little dark, it kinda blends in well for me).
asd417 Aug 3, 2015 @ 5:09pm 
As Pheno said below, this test does not have clear exit, which is one of the most important aspect of good test chamber. Also, I fell twice trying to jump over the small gap in front of the door. Maybe somekind of prop_dynamics to let players naturally pay attention to the gap? Like, I dont know, moving panels or a debris that happened to be falling when the player is near the gap? Quite sad that everytime someone comes with cool hammer contraption that involves completely new use of default elements, people actually dont understand the idea. Anyways, overall design was quite nice except it is still very dark.
ᛏᚼᛅ ᛏᚬᛒᚢ Jul 27, 2015 @ 12:54pm 
i love the map
Willburb  [author] Jul 26, 2015 @ 12:23am 
latest change increased brightness of both bts areas and placed a panel over one hole in particular that caught a few other people off guard. The main testing element however is far more trickey to fix, as even valve struggled to find a good use for diversity vents other then removing turrets. This test was meant to explore two possible uses, A: removing debris to use covered up panels, and B: moving objects in the way of portal-able walls.
L.H.O.O.Q. Jul 24, 2015 @ 6:06pm 
Level gives no feedback and no indication that what you are doing is the right thing other than the fact that something seemingly inconsequential happened - the lighting is poor and it is thus impossible to figure out where you're meant to go. I spent the entire chamber wondering if I was going the right way and accidentally falling down pits with no warning that they existed. The visual design is very nice, though it's somewhat frustrating that the thing that stands out the most in the level serves absolutely no purpose.
Foxtonnes Jul 24, 2015 @ 2:19am 
Hey this map Aint' Bad, Brings back some good memories