Portal 2

Portal 2

MonoPortal : The Blue Cube
14 Comments
vallibus 10 Aug, 2021 @ 12:37pm 
Interesting small map. Fun to play.
quatrus 26 May, 2016 @ 5:46am 
Nice - thanks for creating.
TG 24 Oct, 2015 @ 7:49am 
Cool map for a first hammer map !
nintendo.erk  [author] 13 Jun, 2014 @ 1:34pm 
Thanks, I made the elevator like that as sort of intro for the single portal puzzle :)
LPChip 13 Jun, 2014 @ 12:50pm 
(by beginning I mean before you get into the map)
LPChip 13 Jun, 2014 @ 12:49pm 
Nice map. A tad easy, and the beginning was very confusing.

My blindrun: https://www.youtube.com/watch?v=3AfwuTofSjU
Stagger Lee 5 Jun, 2014 @ 1:09pm 
I enjoyed it. Not too difficult. Instead, it was fun.
nintendo.erk  [author] 5 Jun, 2014 @ 8:54am 
Thank you very much for your feedback :)
I will edit the white tiles you're speaking of after the competition is over, it's in the voting stage now and competition rules say we cannot edit while in the voting stage...
The gel stays btw, I kept being annoyed by the long distances I had to walk when I playtested it. I thought of making the gel invisible but that would be awkward, speeding up without any warning...
risona-kamo 4 Jun, 2014 @ 3:09pm 
Elevator music at the beginning was nice, I liked it~
Although I understand the orange gel is for getting around, it kind of doesn't make the map look very good...
Also you may want to put some variation on the portalable surface textures in the place where the cube was bouncing around, they look very repetitive.
Gemarakup 30 May, 2014 @ 3:19am 
This map is fun. Nice job for a first map.
nintendo.erk  [author] 29 May, 2014 @ 8:31am 
Fixed the nodraw leak and panel, also the first portal dissapears when player enters the map.
The thing in the exit are overlapping textures but it's very unclear in hammer so I'm ok with it :)
nintendo.erk  [author] 29 May, 2014 @ 7:23am 
Thank you for the video, you don't need to shoot through the gap because it's grate :)
Apart from that you did it fully intended.
I'll do my best to fix the nodraw leak you've shown me, thanks a lot for that.
Innocentive 29 May, 2014 @ 7:23am 
Made a video of my run: watch it here .
I find it problematic that you turn the grating 45°. I always mix it up with glass which is why I try to shoot the portal the way I do from up there.
Also, if you want the grating (or other entities for that matter) to reflect in goo you have to set the Render In Fast Reflectio to Yes :)
Innocentive 29 May, 2014 @ 4:41am 
Good work! But I'm not sure if shooting a portal through the gap of the fizzler and the glass is intended.
As to the entrance portal: put a func_noportal_volume that is flagged as Inactive over the entire floor of the entrance elevator section. Upon entry to the main chamber just send an Activate input to that entity to fizzle the portal in the elevator section...

I also noticed that there's a nodraw leak at the exit: it's close to the exit door (or was it the fizzler?).