Portal 2

Portal 2

LAV - nature - a1
32 Comments
canticle 30 May, 2019 @ 2:42am 
Absolutely beautiful map....must have taken forever to create. Good puzzles too!
lfairban 17 May, 2018 @ 12:27pm 
Great map! Keep making more of these.
tonttu 15 Jul, 2016 @ 12:48pm 
Awesome map, guy! I'd like to play some more like this. Thx
Chron 28 Feb, 2016 @ 4:46pm 
Very beautiful map, though it could use more lighting, particularly sun lighting. Other than that it's very well done.
Gemarakup 4 Nov, 2013 @ 8:15am 
This is great. Only thing is that I didn't like it that the faithplates didn't have a sign saying where they land and that this map has a few missplaced textures. (Walls on floors). Overall, I like it.
The Sojourner 20 Sep, 2013 @ 11:10pm 
One of the largest decayed maps I've ever seen, and with the same beautiful destruction that all good decayed-themed maps have (didn't need the debugging button BTW).
Dom44 26 Aug, 2013 @ 1:02pm 
Great map, pretty huge, very beautiful details. The puzzle wasn't too hard, however I enjoyed it alot, nicely thought-out. Thanks for creating!
Tagarna  [author] 24 Aug, 2013 @ 5:47pm 
Thanks guys! So glad you enjoy the map.
ayeseeem, I fixed that problem, apparently there was a clip that was hidden when I compiled last time.
I spent some time on the look of the map, actually that's actually why I went for the overgrowth theme, as it's very difficult and challenging. I'm very happy to get nice reviews.
I'm planning on doing a series of chambers like this, maybe a mod? or set of chambers if possible. Whatever works to get the linked chambers one after the other so that will make the player immerse into the short story. I have an idea for it. It will take me some time, but I'll post some updates soon.
Dr. FeelGoose 24 Aug, 2013 @ 4:32pm 
That. Looks. Awesome.
GarethGra 24 Aug, 2013 @ 8:38am 
One of the few maps I've played that comes close to the "tone" of playing portal, feel like a bit more sound could give it a boost, but truly a great map, amazing scope and breadth with a decent amount of variety. The relationship between testing elements becomes clear but not without a little bit of difficulty that would feel perfectly at home in the main game.

Pros:
Excellent ambiance.
Terrific visuals/aesthetic.
Captures the feeling of the main game.

Cons:
Kinda quiet, could do with some more sound to boost the ambiance to be perfectly in keeping with the main game.

Still an A+ though!
ayeseeem 24 Aug, 2013 @ 5:53am 
I really liked the atmosphere - the sounds, the destroyed visuals.
And a nice level of difficulty, I think I found the first room the most challenging and original.
Please do keep on making maps!

Slight bug?: I manged to trap myself inside the walls in the second chamber. Having used an excursion funnel to carry a cube up to a switch, I then jump out of the switch niche into
a (repositioned) excursion funnel. I placed the funnel as high as I could, and when it carried me
to the left, instead of hitting a nice white wall I was too high and seemed to go through the destroyed panels and I dropped into a small chamber that had no way out. Luckily I'd quick-saved recently.
Jade BGE 22 Aug, 2013 @ 6:06pm 
I enjoyed playing. Fairly easy and lots of fun. You did beautifully on the ambience. Great work! Thank you.
KyloX 22 Aug, 2013 @ 12:52am 
Nicely done map. Good looking, cool puzzle wihtout being a pain to people and long enough to keep people interested. Destroyed chambers are hard to make as a lot of detial has to be put and you have done that, congrats.
Tagarna  [author] 22 Aug, 2013 @ 12:32am 
Thanks guys, I'll make a few more soon. Cheers!
White Dynamite 21 Aug, 2013 @ 7:38pm 
Very well done. Challenging enough without being crazy hard. Exellent presentation. I would love to see more.
Slordar 21 Aug, 2013 @ 7:17pm 
We might just have a new Caret Caret over here great detail:flag:
wildgoosespeeder 21 Aug, 2013 @ 12:23am 
This map was very satisfying to play. Not many workshop maps are of such high quality, at least the ones that are "top rated" which doesn't mean anything but are rather crap. The puzzles were unique and had me guessing and trying new things to complete the test. It wasn't too easy nor was it too hard. Good work!

Try my puzzle?
http://www.cs2bus.com/sharedfiles/filedetails?id=157760459
Tagarna  [author] 20 Aug, 2013 @ 9:57pm 
Laser from Room 1 is fixed, there was a logic relay that sometimes failed, now the map works 100%. Enjoy!
Tagarna  [author] 19 Aug, 2013 @ 10:41pm 
Try unsubscribing and subscribe back again, so you can re-download the map, I double checked and it works fine. I'll give a closer look tonight anyways. Hope you get it fixed. Cheers!
piripiago 19 Aug, 2013 @ 9:09pm 
The laser receiver in room 1, which I assume is supposed to be reversing the direction of the funnel, is not working. I noclip'd ahead a little bit, but it looked like the blue funnel was needed in the next room also, so I stopped for now. I watched the beginning of Tom K's video to see that the receiver was supposed to be doing what I thought it was. I'm confused because it seems to be working for other players. Maybe it just isn't loading correctly for me. I'll try again later.
Skyferret 19 Aug, 2013 @ 4:19am 
Ferrets don't have thumbs, so 2 paws up. The thinking level was just right. Even though it was quite huge inside (which I kind of like looking at), the usage of elements had a good flow from one to the next.
big red foot 18 Aug, 2013 @ 12:26pm 
very very good
Banana Fish 18 Aug, 2013 @ 1:39am 
make invisible trigger_catapult near laser which catapult very very not powerfull and unset player mark, and when on sphere button turns unactive - enable trigger_catapult and disable with delay .this may help
Tagarna  [author] 18 Aug, 2013 @ 12:11am 
Thanks Banana Fish, I'll deal with those bug ASAP, thanks for your feedback! I tried the trigger_catapult but I got a weird unexpected jump direction sometimes that throw you into the ceiling, so I decided to get rid of it. About the lighting, I used the env_projected_texture and environment light so I don't have to rely on switching off the lights on every area and have more open ceiling areas, that's what I wanted to get on the "look" of the map, more or natural lighting if possible. Also I like direct lighting instead of the spot look from the projected_texture, that actually looks like a fake light.
Banana Fish 17 Aug, 2013 @ 11:38pm 
Good work with visuals and tests, but there some bugs and unintended steps, first of all at start i can simply make a portal on the upper ground when catapulted.
Some bugs appear in second room where i am making portal on displacement, those light edges from under floor are not looking good, and in the end toxic edges(near ball spawn) are awkward. For laser cube - i recommend to use trigger_catapult to push the cube down.
Some autosaves in the map would be great!
Visual question: did you use env_projected texture or it is light_dynamic or spot? (guess second)
gotredonyou 17 Aug, 2013 @ 4:35pm 
Well done! No bugs to report. The test has an excellent "look" to it. Oviously not your first attempt at level design. Make more!
Tagarna  [author] 16 Aug, 2013 @ 7:46pm 
Thanks for the feedback man! Really appreciate your comments and the video is so useful to me to actually polish a couple of stuff. About the nature, I've followed kinda the style from the first chambers. About it been too square, that's kinda how these cambers look mostly, as everything is modular and the nature took over, so the areas affected are mostly disassembled, rotated panels and back structure, etc,. Also I used allot of static meshes, I have to keep it low some how, lol.
Anyhow, I'll try to fix some stuff specially on room 1 so the catapults don't kill you and you can guess what's going on. Remove the clipping from the exit area and see if there's something else there. I will also record a video for the solution of the map.

Thanks again man, love your feedback, very useful!
[Tom K] 16 Aug, 2013 @ 6:33pm 
forgot the link ;)

http://youtu.be/PDkz79Yd0ng
[Tom K] 16 Aug, 2013 @ 6:31pm 
Cheers! I loved the thumbnails and couldn't await to play your map. The 'nature' in the name felt like we would be placed into a complete Tomb Raider style. But already in the first room, I was a bit disappointed, because I still saw all this rectangle shaped stuff. Nature is not really rectangle. However, that is a minor thing, but still the first thing I'd like to mention. Maybe you could try to leave this "block" scheme somehow? Just a lil' bit, and I know you also may wanna represent old test chambers that just got overtaken by nature. And chambers are rectangle style. But it felt too much rectangle somehow... But as said, minor point. It's also hard to describe what I mean. I think the fact that the destroyed roof with trash on ground feels like artificially placed. Often they are in the center of one of those "blocks". Why would nature do that?
[Tom K] 16 Aug, 2013 @ 6:31pm 
As I say in the video, I'd like a catapult target in the first room. It killed me straight away by investigating the catapult. After the second death, I said "it's mean". I don't know if you wanna consider to put a "1 dot" to the laser catcher that does the 90° panels, then a "2 dot" to the catapult. You also used the catapult signages (1. jump 2. land) in a very unconventional style, which I kinda liked.
[Tom K] 16 Aug, 2013 @ 6:31pm 
The second room was not my favorite. The puzzle seemed not tricky. It felt rather like a long, tedious execution with mainly spending time in the beam. Waiting till it brought you where you wanna be. Maybe the puzzle could be modified by an additional element. A second, mandatory floor button that turns the polarity again? In exchange, less white tiles? Or something that required to bring the first cube up to the second stage? I really thought the puzzle is too easy and too much focussed on the beam.
[Tom K] 16 Aug, 2013 @ 6:31pm 
The third puzzle focussed rather on flinging and momentum, than on beams. Cool! I had problems with the last fling, as seen in the vid. Thought it rather difficult there, which is very cool towards the end of the map. I think it's a very nice puzzle in room 3. But it brings me back to the original topic. The nature. Such a big room, nature is not doing that... It felt too big for me to be honest. But by the way, the water puddle there is awesome with the descending floor ;)
As said in the video, the last part felt ok, but not necessary. Then last point, portals not working before the exit door. Hope the feedback helps for the series!

Difficulty: 6/10
Time: 25min
Rating: 7/10