Portal 2

Portal 2

Block Mover Test
48 kommentarer
Nobody No-One 30 dec, 2018 @ 12:38 
Fun map. I too never used the block with the funnel. Thumbs up.
jandlml 16 dec, 2018 @ 22:06 
what a great map! i love this concept. did i do something wrong? it looked like we were going to use a block that had a funnel on it. i never got into that room. faved !
nock 9 aug, 2017 @ 8:45 
Cool concept indeed awesome work. I had a little trouble towards the end, but that's just me being me. Timestamped Blind run below

https://youtu.be/6V9Q6bIb5-k?t=31m
Light Warrior 8 okt, 2016 @ 17:59 
The excursion-funnel block was superfluous. This was a very clever, ingenious idea, but the chamber has many rough, unrefined edges. Animations are often choppy, and numerous graphical glitches abound. Also, the learning curve is steep. I had no idea how to deal with the black-and-blue-rimmed blocks for quite some time.
big the cat 29 feb, 2016 @ 11:17 
The conduction blocks (Is that what you'd call them? The ones in the last puzzle?) were a really cool mechanic, I really enjoyed messing about with them. Only thing is, I didn't ever use the block with the traction beam. Were you meant to use it, or was it just there in case you got stuck?
Petutski 9 mar, 2015 @ 12:32 
Thumbs up for creativity. The block move mechanic, however, lends itself to esoteric solutions where less logic is envolved and more searching around endlessly, randomly trying stuff. Still when solved there is a good feeling! Thanks for your effort.
The Sojourner 16 sep, 2013 @ 17:16 
...and done testing. One problem in the third room: a nodraw surface can be seen on the ceiling where one of the blocks starts. Suggestions for improvement: try only pull or only push for more challenge. Also didn't need the excursion funnel, as I could lift myself on the blocks.
The Sojourner 16 sep, 2013 @ 17:07 
Feels a little bit like a 3D version of Sokoban...and kind of a nice parody of the Puzzlemaker's voxel system :D
Neuro-Raider 4 aug, 2013 @ 2:56 
This Test is very very COOL! A like this map.
foobe 23 jul, 2013 @ 12:38 
nice room
presto668 20 jul, 2013 @ 20:46 
Couldn't figure out how to get out of the first room where you can both push and pull.
Tuleby 13 jul, 2013 @ 14:13 
Awesome, very nice work. wooow .... thumbs up ;)
Nyan Wolf 10 jul, 2013 @ 7:51 
This is amazing!!! You should make a full game out of this concept! (someday)
MMStinks 7 jul, 2013 @ 20:35 
That is AWESOME.
Werbad  [skapare] 6 jul, 2013 @ 19:59 
I'm still fine-tuning things with it but I'll probably release the source once I'm done with the map I'm currently working on.
TeamSpen210 6 jul, 2013 @ 17:13 
Are you planning on releasing the source? This is an awesome custom test element; this could be a whole new type of gameplay.
ScarletDuke 6 jul, 2013 @ 15:38 
Honestly, the funnel isn't necessary, but it is easier to use than moving the block upward over and over again. I like the funnell.
Manifest Breastiny 6 jul, 2013 @ 14:22 
Despite the map looking not all that great, it's definitely an interesting idea.
------------ 6 jul, 2013 @ 8:44 
wow osom map made <3
Werbad  [skapare] 6 jul, 2013 @ 4:13 
The opening and closing being bizarre was sort of the point, but they were hastily made since I just needed something to tie the standard entrance/exit to the blocky style of the rest of the map. And I could use some proper models for the blocks but since I'm no modeler I have to stick with these temporary brush-based blocks for now.

I also noticed after finishing the map that the funnel block was pointless as you can just ride a block to the top but I figured I'd let it slide since this was just a concept demo.
Prototype 6 jul, 2013 @ 1:39 
I agree with theblackwidower about the leaks, the start and the "doors". I also never saw/used the funnel, don't know where it was, but it's not needed. Apart from that, the concept is interesting.
ScarletDuke 5 jul, 2013 @ 17:54 
Interesting, but there are a few problems regarding design. The opening and closing sequences are just bizarre. Where you suddenly appear, somewhere, or a hole appears in the floor. You might want to work on that. Second, I think you should fix the HoM effect in the final section. There's also the funnell emmitter that phases into the block above it, which is strange, and I think you might want to add textures to the three doors at the end. Pro tip, whenever someone sees flat white, or flat black, the mind interprets it as an empty void.
Mustache Matt :{D 5 jul, 2013 @ 7:24 
Love the concept. there was a leak or two in your map, but I liked it for sure. the main leak I saw was where you pull the block out of the wall on the last chamber. Keep a these maps though. I really like them.
Hellraiser 5 jul, 2013 @ 7:09 
I really liked this! Very interesting concept!
I hope to see more tests using this feature :)
Amb3r 5 jul, 2013 @ 4:54 
Fun map hope you make more.
marshmallie 4 jul, 2013 @ 16:16 
Very interesting concept, I'd like to see what sorts of puzzles people can come up with using this.
Lament 4 jul, 2013 @ 13:13 
it's a good idea for a game. I think it can even be used on the next game, Portal 3 :D
Claire Crankenhägen 4 jul, 2013 @ 12:16 
sounds cool.
Werbad  [skapare] 4 jul, 2013 @ 11:33 
I use prop_portals in combination with vscripts to handle aim and block movement. prop_portal's with the same ID as a portalgun will move to the location of placed portals allowing me to find the surface the player wants to push/pull. I might release the source once I've cleaned things up a bit.
Claire Crankenhägen 4 jul, 2013 @ 10:05 
This is just one of "Those Tests", the ones with original concepts that are fun (and hard) to make and interesting to play. Did you use a func_portal_detector?
FrostGiant 4 jul, 2013 @ 8:17 
Very enjoyable and funny test.Can u try my
http://cs2bus.com/sharedfiles/filedetails/?id=157214765 .
Slordar 4 jul, 2013 @ 7:59 
other than that fun
Slordar 4 jul, 2013 @ 7:59 
the tracter beem cube was not needed
Braig46 3 jul, 2013 @ 23:41 
Good one thanks
please try
http://cs2bus.com/sharedfiles/filedetails/?id=155271842 :) enjoy
kerning 3 jul, 2013 @ 20:52 
One of best proofs of concept conceived with Portal 2 tools. You should definitely create your own game with this new kind of gameplay.

Think of the possibilities.
Zagaomaster 3 jul, 2013 @ 7:21 
great map, i liked it, it was fun
wildgoosespeeder 2 jul, 2013 @ 23:45 
I understand this is a "mechanic in progress", but you need to fix the blocks from killing you. A few times I killed myself by accidently being in the way.

Try my map? Some people say it is hard.
http://www.cs2bus.com/sharedfiles/filedetails?id=148426441
Wincked 2 jul, 2013 @ 16:32 
to difficult to do at night....
Sgt. Beaks 2 jul, 2013 @ 14:19 
Would ADORE seeing more tests with this concept. very fun and pretty challenging! a breath of fresh air from the static tests that are making it into the weeks best nowadays!
Audiodef 2 jul, 2013 @ 11:13 
Very nice! Had some blank textures and HOM effect in the last room, though.
Anachronistic ALLOS 1 jul, 2013 @ 22:09 
Very cool, fun and awesome concept. Though I spotted quite a few nodraw areas. Otherwise, I love it.
boop 1 jul, 2013 @ 15:35 
This is very good. You should make more of this type.
󰀉tempeh󰀉 1 jul, 2013 @ 11:00 
To clarify, the hole is in the ceiling above the cube that's embedded in the wall. Anyhow, very interesting test. Well done.
maks pain 1 jul, 2013 @ 7:32 
hard
raycelbelmond 1 jul, 2013 @ 3:41 
Very refreshing. Different and fun. I had a bug in the last chamber in the hole of the wall facing the cubes. Good work. Try one of mine Maybe ''Julio'' Raycelbelmond
Dr. Geisi 30 jun, 2013 @ 12:44 
find mich zwar nicht raus aber sieht spannend aus :)
Werbad  [skapare] 30 jun, 2013 @ 9:59 
Yeah, I noticed that after I had published the map. Not a big deal tho, it's just a testmap.
dcook 30 jun, 2013 @ 8:57 
Very cool... concept works well. I did not use the funnel.. I found a more fun way of riding up. :-) I did get the funnel out of its hole tho...