Portal 2

Portal 2

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BlacKy #9 - Cube ZERO :)
   
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BlacKy #9 - Cube ZERO :)

Description
Take an adventure on the most puzzling CUBE test chamber yet!

New risks.
New tactics.
New thoughts with portals.

Rate up if you liked. :D

--------------------------

Edited room #2 -
* Cancelled a stupidly easy exploit to get the sphere using portals.
* Added 2 additional deadly lasers, to make the sphere unusable after being deployed.

-Edited room #4 -
* Removed some portable surfaces which could easily lead to being 'stuck' at the lower area of that room.
* Added 2 addiional tractor beams for an easy exit in case u get stuck in the lower area.
* Added lights to the lower area.

- Edited Room #5 (blue gel room)
* Added a deadly laser at the ceiling near the upper faith plate to force using the faith plate at the bottom.

- Edited exit Chamber
* Changed the area to make a quicker way to obtain the last object needed to open the exit door.

- Edited path between Rooms #2 and #3
* Made some of the tiles unportable at the 'neck' between the rooms to prevent from getting stuck at the angled tile.
73 Comments
Andi 28 Jul, 2014 @ 12:36pm 
This chamber was rough but I got thorugh it... thank God for the save button. Thumbs up.
BlacKy #SlavaIsraelini  [author] 24 Jul, 2014 @ 2:06pm 
Yup. Cube is full of tricks!
trailofundead 24 Jul, 2014 @ 1:53pm 
Slowly making progress, now I realise what a slog it must be doing mine! You solve one problem then there's another...and another...or you've left something behind. There are some neat tricks in here so I'll keep persevering!
BlacKy #SlavaIsraelini  [author] 23 Jul, 2014 @ 4:34pm 
BlacKy #SlavaIsraelini  [author] 23 Jul, 2014 @ 12:06am 
I'll keep that in mind. Yeah forgot about the 1st room but it was kind of purposely invisible at the 1st room. Its a concept of a cube map, enspired by the movie series.
As for the exit pedestal button, it disables the fizzler back between the main room and the blue gel room, giving u a shorter path to the sphere so u could go back there and take it to the exit button. But u didnt need it because u were smart enough to take the 1st sphere with u before entering the exit room itself. I have tried to warn u about a change i did which enforces u to use the sphere at the turret room. Feel free to look it up again.
toncica 22 Jul, 2014 @ 5:14pm 
Did I miss something? Yes, I was curious about the button but then I concluded that was just an escape path at the exit.
In the first room all laser relays didn't have visible connections too. That made it a guessing game, you saw me trying to activate different combinations of three relays when I had only one cube. Maybe it would do something, it didn't though. Since I couldn't be sure because of the invisible connections I was guessing. When you keep information from the player his trust hurts, so I would keep all connections visible and design the puzzle with that in mind. Seeing how many connections there are is also good for the author to see when a room becomes too cluttered with elements.
BlacKy #SlavaIsraelini  [author] 22 Jul, 2014 @ 3:05pm 
Thanks for playing it. Unseen button paths were only be used at closed range stuff while the button's function is fully visible. Unfortunately, u havent used the pistons as i wanted but i guess its ok. Maybe i will make my own walkthrough to show people how to finish it properly.
Oh, and were u curious about the last pedestal button near the exit door? I saw that u wanted to check this but then said somehting like 'ah nvm i'll just finish now'. lol. Sadly u have played the less edited version of the map. I have made angled panels less stucky while also changing the object u need to bring to the exit door..

Care to try my newer map? It looks like a complete guessing game at first sight, but it has more logic than u may think.
http://cs2bus.com/sharedfiles/filedetails/?id=284771137
toncica 22 Jul, 2014 @ 1:46pm 
It was entertaining, although I'm not a fan of unlabeled buttons and elements. There weren't any critical situations except angled panels which could grab and hold the player but I was moving very cautiously. I think I did a few things unintended, the room with the piston platforms had enough portal surfaces for me to reach the button without redirecting the laser. All in all it was fun, here is my blind run: http://youtu.be/GZ-UMDbdFQI
BlacKy #SlavaIsraelini  [author] 22 Jul, 2014 @ 11:36am 
I have made additional change at room #2 which includes making the sphere unusable after being deployed at its button, thus having no issues that the sphere could be destroyed.
BlacKy #SlavaIsraelini  [author] 22 Jul, 2014 @ 9:54am 
@chris (void)
There is a simple solution to your problem which is adding a fail-safe path between the 2 rooms, so in case the 'bottle neck' closes, u could use that path as a one-way direction from room #3 to room #2 to go back, But sadly i have encountered a few issues making that change so i have decided not to add it.
My main issue is that there is no sphere spawn at room #2, so if u lose the sphere too early in the game, you're screwed. I have tried adding a spawn for it but it makes the sphere move when spawned, thus making a high probability for the sphere to drop on the room #2's floor, having the entire puzzle at that room irrelevant.