Portal 2

Portal 2

430 ratings
Higher than ever before
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
8.673 MB
24 Dec, 2015 @ 1:41am
26 Dec, 2015 @ 3:44am
2 Change Notes ( view )

Subscribe to download
Higher than ever before

Description
We hope you enjoy this map.

18 Comments
jandlml 4 Jul, 2019 @ 3:51pm 
really nice looking map. all the plants made it more difficult to see what to do. you had to hunt. but that was fine.
GrottoLova 17 Dec, 2017 @ 6:42am 
I thought it was a really well designed and ladnscaped set of chambers. Very enjoyable to play.
holly’s tea  [author] 24 Mar, 2017 @ 9:02am 
Okay, well.
Thanks for playing firstly. We both take feedback seriously and no, we're not angry.
If you look at the right panel you can see that we made this map back in december 2015. We used PETI for the base and edited it heavily using hammer editor. Looking back today, yes, this map isn't the best one we made but I think as a first-ever-hammer map it's okay. We've learned a lot since then and even our mod "Portal 2: Wake Up" (adv) is old today. We won't update it nowadays but we create new maps, new things and we learn more and more.

Thanks :)
asd417 24 Mar, 2017 @ 9:00am 
And I didn't realise that this map is 2 years old
asd417 24 Mar, 2017 @ 8:59am 
I've written this not because I hate you or your map but because those things are where this map can improve. I did not spend the last 10 mins just to make you angry so please take my feedback seriously. Good luck with your future tests
asd417 24 Mar, 2017 @ 8:58am 
You decided to put a broken wall prop and you didn't decide to delete those panels that comes with pti exported maps. You must have wasted so much time compiling it.
The hidden laser panel activated by a button. This Deus Ex Machina moment is really really not good. You could have indicated that there's something there, behind the unforgiving amount of vegetation.
Please redo the antlines especially the ones tied to the button. Those make no sense whatso ever and they dont give any useful information.
asd417 24 Mar, 2017 @ 8:57am 
Some panels are so bright for no real reason, like the no eastereggshere room or the panel above the light bridge on the second floor, and the exit elevator. That is not good for players' eyes.
The second floor. It would have been 10 times better if you somehow indicated how to find the second floor. The second floor is so propspammy too. In fact, it is so prop and detail intensive that it obscures my attention on the puzzle. You do not need to cover every cm^2 with leaves and debris because you dont need to. Those props have strange shadows which can be solved by using some options when you compile it. What threw me off more is the state of the room right next to the obliterated room. It is way too pristine and clean.
Again, proper door made with prop_testchamber_door (or something like that) please.
oh my god please dont place those useless test elements outside the map.
asd417 24 Mar, 2017 @ 8:38am 
Moving on to the office area, it is nice to see the old testchamber. and it is nice to see details around the desks. It would have been much better if you added lights or at least some potential light sources. The stairs look very strange because the start of the stairs is a wall.
Why would you be bothered to make a whole test chamber that is impossible to go in and be bothered to print a text whenever someone noclips in? I mean, it's not good for your compile time so it really isn't benefitial to anyone to have that trigger/light room in the first place. I noclipped around and found out that you dedicated awful amount of space to things that nobody would ever see. There are meaningless funnel, transition room from PTI editor and PTI elevators
asd417 24 Mar, 2017 @ 8:35am 
Going to be honest: The map is not perfect. Because of these reasons: You didn't make a believable start. (who would put a bed in the test chamber? At least you can put a door to indicate the start and the finish of the map.) Speaking of doors, I think you should put a clear exit for the first testchamber. the bts section seen in the first test chamber is, to be brutal and cold-blooded, not good at all. The telescopic arms are floating, metal pillars make no sense(they support nothing) a prop is clipping through the metal beam, and the supposedly test chambers are way too small. This is not how you make the bts section. you should make a 3d skybox or actually dedicate a lot of space because shrinking the textures to make the place look big dont really work. some textures does not seem to be aligned but that might be your choice of style.
LocomotiveBreath 7 Jul, 2016 @ 3:54am 
Very good, congrats!