Portal 2

Portal 2

Cave's Caves
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shadowyblade Dec 11, 2017 @ 9:19pm 
Wow, that was amazing, for a fan-made map. I really liked that there were two possible endings, unlike the complete and total linearity in both the Half Life and Portal series.
Celtic Magic! Sep 30, 2017 @ 1:16pm 
Platform in chamber 1 is impossible to get to. I've tried like 20 times now and I always seem to bounce off the wall in a way that makes no sense.
Veckman Aug 28, 2017 @ 6:19pm 
Really cool! I like the multi-ending thing

Here is the good ending:


I guess...
SpAM_CAN  [author] Jun 7, 2017 @ 2:33am 
@darionofdarionandbilly - Which platform? There's a few...
darionofdarionandbilly Jun 5, 2017 @ 4:20pm 
You made getting to that platform too hard.
g_ranted Oct 2, 2016 @ 4:29pm 
Overall, I really enjoyed completing these chambers. I liked the mix between puzzle solving and skill-based challenges (i.e. the second chamber compared to navigating the third chamber without fizzling the cube). The first chamber took me a little while because I made it way harder than it needed to be, but I flew through the second one. Once I made it to Chamber 3, I had a bit of an "Oh crap" moment when I realized how I was supposed to get the cube to the button, but fortunately I managed to do it in a few attempts :steamhappy: The fourth one became more frustrating than it needed to be on the final jump since it reset you to the very beginning, forcing you to repeat the entire cube section all over again. Minus the chamber 4 nitpicks, great work with the level!
think of boxes Aug 18, 2016 @ 11:34am 
semujjang Aug 15, 2015 @ 8:31am 
qudtlsdl dkfls Tmfpslr aksemfwl akfk tlrks aksdkqlgksek.
DamagingPlayerTubeYT Aug 4, 2015 @ 8:57pm 
i found alt ending
SpAM_CAN  [author] Jul 22, 2015 @ 2:15am 
rurousha-7777 - Valve changed something in Portal 2 that causes that to happen sometimes. It's very annoying, but there's not a whole lot I can do about it. (I don't think I have the VMF for this anymore to recompile it).
rurousha-7777 Jul 21, 2015 @ 11:02pm 
Glitched? In the second chamber the box did not go through the portal after being dropped.
SpAM_CAN  [author] Apr 8, 2015 @ 1:15pm 
@Someone - Thank you! :D
Nobody No-One Apr 7, 2015 @ 1:48pm 
Just realized, in my first comment, I repeated Great too much...
Nobody No-One Apr 7, 2015 @ 1:47pm 
You should make more maps.
Nobody No-One Apr 7, 2015 @ 1:47pm 
Still great as ever... and your portal mod outside influence looks Great.
SpAM_CAN  [author] Mar 16, 2015 @ 4:50am 
TheInferniator - There's a video here. It's slightly different, but basically the same method. https://www.youtube.com/watch?v=LyxrQ20xjUw
Robotman Mar 13, 2015 @ 10:11am 
Ok. I have no idea how to complete the second chamber. Any help?
TS_Mind_Swept Feb 13, 2015 @ 12:26pm 
in all fairness, I loved it.
SpAM_CAN  [author] Feb 13, 2015 @ 5:51am 
wildgoosespeeder - I don't design things to be played with a controller, but I grant you that this map is entirely too focussed on pin-point accuracy. Going back and playing it recently, everything is far too finicky, and relies on fling-archs that don't work properly. I'm still fond of this one, but it's primarily due to the visuals.
wildgoosespeeder Feb 13, 2015 @ 12:38am 
It's nice Hammer work but that only gets this chamber so far. As for the puzzles, they are not very friendly with an Xbox 360 controller (I connect my HDTV to my computer) because they rely on a high amount of reflexes and are borderline broken. The first test of this map I missed the orange gel jump too many times because reflexes are needed. I just noclipped because it failed everytime. The second area you can get stuck and was not very clear to bounce up and above the gel dropper. The third area was just tedious and too tight as I ended up fizzling so many cubes. Turret section if you disobey orders I couldn't figure out. Fourth and final area was tedious and relied too heavily on reflexes for the final jump. Sorry man. I don't like how this one turned out.
TS_Mind_Swept Nov 27, 2014 @ 12:56pm 
where oh where has my vmf gone. :p
SpAM_CAN  [author] Nov 27, 2014 @ 12:54pm 
Sadly, no. I don't know where my VMF has gone - but I know that either method works. Portal 2 uses loadsaved afaik.
TS_Mind_Swept Nov 27, 2014 @ 12:53pm 
well for being made quickly it was pretty good, and the reusing parts is a good idea, fast or not, it just makes a map better. :D
Could you look at the map and see what you did? I'm sure it would be helpful.
SpAM_CAN  [author] Nov 27, 2014 @ 12:34pm 
Thanks for the feedback! The whole thing was made really quickly, so reusing various tests was due to nessessity - As for the fade out, there is an entity called player_loadsave that can do a fade out and reload, or you can kill the player and use an env_fade - I don't remember which I used here.
TS_Mind_Swept Nov 26, 2014 @ 9:12pm 
Aight, I definately liked left better, but right was ok, not really that hard at all, more like the beginer exit. And lol, organ donor; that part was all :s though, not so sure about that. Dunno if using test chamber 4 for both was the best option, but oh well, its your map. My only issue is that there are like, 5 or more different ways you could do this chamber, i want to do all of them, but i don't want to play the map so many times. Maybe make some videos of all the possabilities? just a thought. 9.75/10
TS_Mind_Swept Nov 26, 2014 @ 8:42pm 
Overall, really decent set of chambers, and I love how you linked most of them together to be used multiple times, especially that funnel hint, that was a great bonus. I'm smelling a 10/10, but you'll get a final rating after i go right.
One more thing, how do you make the water fade to black? i want to do that for a chamber (like in the wheatly chambers) for when ppl fall off an edge, but i can't figure out how to do it. I'd appreciate you tellimg me how you did it.
TS_Mind_Swept Nov 26, 2014 @ 8:40pm 
That was pretty good, I went left, and I want to try the other way, plus i also didn't go to the elevator with the big sign that said "Final Exit" on it. At first i didn't see that i could just walk over there, then when i started climbing, i just didn't want to, i also didn't trust it. >.> The turrets weighing down the buddins was something i wouldn't have thought of normally, its a good thing i let my mind go all over the place. :p The visuals are great and the map is a nice size, and progress is continueous enough to keep interest, which isn't easy to do, so good job on that. Although I died quite a few times, there were save points, but not all that many, just gotta remember to quick save. I also agree with proxie about the weighting rooms being REALLY bright, that was like *.* so it would be good if it was toned down, like, a lot.
proxie Jan 6, 2014 @ 3:20pm 
1) Tone down the brightness in the orange rooms near the beginning of the first level and end of the funnel level. They don't really match the dark underground atmosphere. Maybe add an old couch and table infront of the sign, like a waiting room.

2) Add some sort of light after beating the first puzzle room, the 90 degree angle pitch-black hallway is awkward.

Other than those 2 minor things, the puzzles were pretty fun. Trial and error with the cube got a bit annoying though. I hope to see Part 2 :p2turret:
SpAM_CAN  [author] Oct 10, 2013 @ 4:20pm 
I'm currently aware of a serious bug in Chamber 2. I'm going to do my best to fix it, though I'm not sure I have the map files or anything for this anymore.
SpAM_CAN  [author] Aug 31, 2013 @ 4:09am 
Thanks! Glad you liked it!
Anderstein Aug 30, 2013 @ 2:49pm 
It has absolutely far too few subscribers!
Anderstein Aug 30, 2013 @ 2:43pm 
Very good designed map with good voice acting and difficult puzzles (yeah!) and ... so huge!
At the beginning I thought "I don´t like this learning by dieing , it doesn´t fit to portal gamepay". Now I would say it´s okay, because the two-way-choice isn´t typical to portal, too, but is very cool!
SpAM_CAN  [author] Jul 25, 2013 @ 6:27pm 
Maybe one day!
Rifty Jul 25, 2013 @ 4:56pm 
Great map Finshed And Can you make Cave's Cave's 2?
Nobody No-One Jun 2, 2013 @ 8:24am 
It did that sometimes I think, but it might work now.
SpAM_CAN  [author] Jun 1, 2013 @ 4:12pm 
Yeah, and it keeps bouncing off an invisible block brush that I had there. Unless its started working again...
Nobody No-One Jun 1, 2013 @ 2:48pm 
What? Last time I played it it worked. Is the second test the closed area with the cube that is flung through many panels?
SpAM_CAN  [author] Jun 1, 2013 @ 12:28pm 
Fair enough! I still need to fix that flaw in the second test though - Valve changed the way ent_fire can be called through pointcommand entities which broke the chamber.
Nobody No-One May 31, 2013 @ 2:34pm 
There would be no way to block this, as the panel you shoot a portal on is the one that the orange gel comes off of. It's just an alternate way, no need to fix it.
Nobody No-One May 31, 2013 @ 2:33pm 
Oh I see how skunk rocker solved the first test without the walls. You know the three portalable panels, one that blue gel must come out of, one that orange gel must come out of? Shoot a portal on the top panel, go to the blue gel emitter, jump on the blue gel and shoot a portal. Take the cube off the button before doing this.
Skunkrocker May 5, 2013 @ 4:20pm 
I don't remember, I just remember when I got onto that elevator platform I was thinking "I never used those two walls, what were they for?"
SpAM_CAN  [author] May 5, 2013 @ 3:37pm 
Anyway, thanks for the feedback. I do appreciate it, even if I seem a little unreceptive in my wording.

Out of curiosity, how DID you solve the first test?
SpAM_CAN  [author] May 5, 2013 @ 3:36pm 
As for the final puzzle, when you obey Cave gives you it has no timer at all. The idea is for obeying him to be the easier way out. The quick-shot portalling isn't that quick if you pay full attention to the surroundings, but a problem I discovered on the recent playthrough was that the windows block your vision far too much for the portal placement to be obvious. Again, its a matter of hindsight really, and a lot of your critisisms are totally valid. As for the saving thing, I deliberately omitted autosaves from that chamber simply because of the timer. If i were to have autosaves, it could very likely save when the player is close to running out of time, essentially being an unwinnable situation. Yeah, I could have found another method, but I was rushing to get this done in time for the contest entry - it was 5AM, I'd been up all night. Its something I should have caught, but just like the fact that in the 1st release it doesn't give you a portal gun, it was something I'd overlooked
SpAM_CAN  [author] May 5, 2013 @ 3:34pm 
@Skunkrocker - The first puzzle I'll grant you is a tad all over the place. Playing it again myself recently its a little mental to expect someone to figure out what to do just by looking at it.

The turret-door bit is simple - if you hold down the mouse button it'll fire the portal when it needs to be fired. Its just a weird thing about how Portal 2 does its projectiles and portal placement, really. Trying to be accurate just doesn't work, instead holding down the button works a treat.
Skunkrocker May 5, 2013 @ 11:47am 
Yeah, but I mean like... the first puzzle? I completed it, and I knew I didn't do it correctly, because when I got done my thought was "I didn't use those two portable walls facing each other at all, but they must have had a purpose or they wouldn't exist. So why were they there?" Then like with the turrets... the door opens, you have a SPLIT second to try and shoot inbetween both sets of doors while they're both still opens and also not get shot in the process... that's what I mean by pixel perfect portal placement. And then the 3 minute time limit for a puzzle that if you make one slip up you're boned and required quick shot portaling to make it to the end, yes I know it was the special ending puzzle to get the best ending but at the same time it was like every time I died I HAD TO DO THE ENTIRE PUZZLE AGAIN! Very annoying. And the fact the judges couldn't solve the puzzles, that's just proof you made it SUPER hard.
SpAM_CAN  [author] Apr 29, 2013 @ 12:07am 
@Skunkrocker - I'm sorry to say that if you're requiring pixel-perfect portal placement to solve the levels, you're doing them wrong. Only one section requires anything like that kind of accuracy, and its pretty easy to hit due to the portal bumpers and placement helpers basically plastered onto the surface. Most of these puzzles are the sort of thing that you'll be annoyed at yourself for not being able to figure out once you see the solution (which perhaps wasn't the best idea when it was entered into a contest and 95% of the judges couldn't actually solve the bloody puzzles).

This is another case of "i'll make a walkthrough someday" but I don't know if I ever will get around to it. Maybe this week I finally will.
Skunkrocker Apr 28, 2013 @ 7:27pm 
I'm not going to give a thumbs up or down. It was well designed, the new voice clips were awesome, and the whole thing was amazing BUT the puzzles were REALLY difficult, like beyond the normal amount of what I'd consider possible, mainly because there were several confusing points that required pixel perfect portal shots and very little time to complete them. Even the hardest games give you SOME leeway in order for you to complete them if you make a crucial mistake. Overall, or rather a 'too long didn't read' assessment, it was a very well done and beautiful map but the difficulty was beyond that of the average player and thus unappealing. I want to play through again just to see the other two endings I've read about (where you take the exit for not listening and the ending for listening) but with the puzzles being as bullshit hard as they are, I don't even want to load this map again.
🍪 Anna Apr 15, 2013 @ 6:40pm 
When I looked at the image I wasn't really impressed, you might want to change it.

The puzzles were very nice but I took the "jerk"/turret route, so I didn't see the entire funnel; which made it quite hard to solve the part where I needed the funnel "again". I was recording my playthrough but the recording software kept crashing so unfortunately I don't have a playthrough =(.

One issue though; the timer is a bit short and the last fling with blue and orange gel kept failing for me You might want to re-check your triggers there. All in all an amazing map though. Thumbs up and favorite!

Ps: Amazing voiceacting as well!
SpAM_CAN  [author] Apr 12, 2013 @ 12:59pm 
@homerdug - Um... thanks?
ᶆᶏᶁ ᶆᶏᶍ Apr 10, 2013 @ 2:08pm 
I will gladly pay you a tuesday for a cheeseburger today.