Portal 2

Portal 2

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In 4 collections by Bisqwit
Bisqwit's coop puzzles
4 items
Bisqwit's medium-hard puzzles
10 items
Bisqwit's puzzles with custom visuals
11 items
Bisqwit’s best Portal 2 maps
8 items
Description
A medium-difficulty cooperative map.


The map is created in the puzzlemaker editor without ever exporting it for Hammer, but includes many custom elements I created in Hammer, such as the really cold lightstrip[forums.thinkingwithportals.com], the large observation room[forums.thinkingwithportals.com], the dice signages[forums.thinkingwithportals.com], and many others I haven't yet published. And others which come from FGEMOD or BEEMOD.
10 Comments
Jupiter_Hadley 23 Jul, 2013 @ 5:49pm 
Im glad you enjoyed it
Bisqwit  [author] 23 Jul, 2013 @ 2:35pm 
Thanks Jupiter_Hadley! Commented on the video. Was enjoyable to watch.
Jupiter_Hadley 23 Jul, 2013 @ 12:46pm 
Hey Bisqwit! Benji and I made a little Let's Play of this amazing map. It is very well done and VERY enjoyable, however we did get extremely stuck in that whole Gravity, falling into a portal infinite loop thinger. :P
http://www.youtube.com/watch?v=wX3wg9UNyTI
Bisqwit  [author] 17 Jul, 2013 @ 2:20pm 
Thanks Prototype. I took your idea for the solution of room #1; it is now the only solution. I also improved many details in this map.
Prototype 17 Jul, 2013 @ 5:06am 
(Part 2/2)

As for the triggers, the first time I noticed the trigger was when I walked over there (considering running past) and it stopped smashing...I proceeded to run and get crushed. Next time I came over and stood there and noticed the check mark on the wall, and got my partner to stand there while I went past. Perhaps if you could emphasise the indicators on the wall (maybe surround them with a square box of indicator lights), and link them too the triggers with indicator lights. A different texture might help, but I'm not sure of any texture that would make the player think "trigger".
Prototype 17 Jul, 2013 @ 5:06am 
(Part 1/2)

When I first entered the room, I pushed the button, without realising what it did, and jumped onto the portal surface down below (flip panel) without putting a portal on it and looked around (planning on going gently out the wall on the other side). While I was looking around it flipped and I was trapped in it (now that I think about it, I could have had my partner push the button again...) and forced to jump into the goo. After that experience I wasn't inclined to use that panel again, and saw that as a solution to the problem.
Bisqwit  [author] 17 Jul, 2013 @ 4:38am 
Ah. Thanks for explaining. I wonder what made you try that; it is clearly a more complicated way of doing it. Is it just the general way of thinking of "can we abuse that"?
About the crushers, I now see I made a mistake with the antlines (only one side of the panels lights up even though both trigger), which may be the reason for confusion. Maybe I should put some other texture on those panels for better clarity. What do you think? Triggers can be like that; being invisible elements they need to be explicitly illustrated.
Prototype 15 Jul, 2013 @ 9:23pm 
Both partners returned alive, we took the first cube through and switched cubes, and then respawned the first cube.
Bisqwit  [author] 15 Jul, 2013 @ 9:21pm 
The timed flip panel and the angled panels are only necessary if you intend that both partners return alive. Thanks for playing!
Prototype 15 Jul, 2013 @ 9:09pm 
That was good fun, took us a while to work out the "magic" flip panel crusher triggers and in the room with the cube dropper connected to two timed buttons, we didn't use the timed flip panel on the floor or the timed angled panels.