Portal 2

Portal 2

Rattmanns Journey 1: Moving Out
40 Comments
Skipio777 24 Jun @ 3:00pm 
Anybody here 2025?
Winnie Wheatley 24 Sep, 2019 @ 7:07pm 
:theta:ne more great adventure! Enjoyed! Thumbs up! Thanks for creating:))) :steamhappy:
DeathWish808 9 Oct, 2016 @ 6:00pm 
Played all 3 of these (Did not finish the 3rd as it was way more involved and twisted than expected. :-) BUT will finish it in my next stream.)

All of yours are right after Afro Melon's map... https://youtu.be/Nlaw555fXIE

(As of the time of this comment, it's still uploading and YT still has to process it. I won't be around tomorrow to post this, so I'm doing it now.)

Cheers!
gjjgjj2 20 Sep, 2016 @ 10:41pm 
So I think that is what some might call Nintendo hard in some spots- not so hard to make you quit playing but not easy either- really made you think in some spots. Thanks!
quatrus 10 May, 2016 @ 4:23pm 
Very nice map....thanks for creating.
Mirellanmål 5 May, 2016 @ 11:12am 
Very good. I got stuck on the laser part, but reading your hint in the comments, I figured it out. The map is pretty non-conventional, in a way that is nice, but I understand why Valve did not make their maps like this. Pretty difficult.
presto668 18 Feb, 2016 @ 8:38pm 
Don't understand how to get out of the pit after the lasers.
Lord_Kardok  [author] 28 Oct, 2015 @ 1:10am 
Have you tried traversing the field on top of the cube? Or used the cube to climb the stairs and then fall down through a portal on the floor?
I hope that helps :)
Warkin Iskander Volselli 27 Oct, 2015 @ 6:35pm 
Stuck on the part with laser fields...
Rx 30 Aug, 2015 @ 6:57am 
Very good
Lord_Kardok  [author] 8 Aug, 2015 @ 2:48am 
Ah yes the exit. Perhaps it is fixed now. But as you write the "real" exit is difficult to spot. The ending has therefore been slightly modified to indicate the desired direction.
MozartVonRobot 7 Aug, 2015 @ 2:00pm 
I can't get past the "Next test chamber this way" room. The doors don't seem to work.
wildgoosespeeder 4 Aug, 2015 @ 9:58pm 
And the thumbs up/thuumbs down screen doesn't show!
wildgoosespeeder 4 Aug, 2015 @ 9:54pm 
I actually made it to the exit after the alternating light bridge part and can't progress anymore. The exit won't open! I had to noclip to see what I missed and I am to look up ! I didn't know to do that! Needs a prompt or something!
Turrets Turret 4 Aug, 2015 @ 6:37am 
perfect!
Lord_Kardok  [author] 19 Jun, 2015 @ 12:18am 
You need both portal on the floor (one beneath the laser and one behind the glass) and then use the "stairs" to fall down.
Another Neko Weeb 18 Jun, 2015 @ 4:36pm 
How do you get up after the area with lazers?
Steve the Engie 9 Mar, 2015 @ 8:50pm 
Yeah, I can tell you right now the ending door doesn't work, I did find the right one.
Aside from that, great map.
Also you can stack things up to reach that pipe in the first screenshot, and following it leads to a render-error hallway of death, you may want to block that off. :)
not-paradiser 18 Sep, 2014 @ 7:32pm 
Yeah the sign of the downward arrow kinda confused me, made me think maybe there are other ways. Maybe a walkthru video of your own can explain all of it.
Anyway it's awesome enough. Actually wondering what chapter 3 will be like ^^
Lord_Kardok  [author] 18 Sep, 2014 @ 11:40am 
Thank you very much for your detailed feedback. I am certainly happy that you found my map to your liking :)
About the ending: As a last twist I wanted the player to exit the chambers the same way they entered. The "true" exit door is therefore placed above the real one. It is hinted discretely by the flashing light, the broken glass and an arrow. From a ratings perspective that might not have been a very wise choice...
The chamber exit-door is just a static prop. The real exit door is also static but has a trigger_once with a PTI reference of "instance:@relay_pti_level_end;Trigger". I am unsure as to if this works or if people (in their good right) are expecting the chamber exit-door to work. The problem is that when I test it, it works perfectly... There has been no complains at chapter 2, where the exit is built excactly alike, but that does not mean...
But perhaps I should add a hint when approaching the dysfunctional door. hmm.
not-paradiser 18 Sep, 2014 @ 7:49am 
Well let me help you understand why it's getting less than even 100 ratings. The most fatal problem is that the ending is not ending. Well to be honest, people nowadays are even too lazy to click on one of the thumbs when the voting page is automatically triggered, not to mention your voting page must be opened manually! Triggering the voting page is just the easiest thing in mapping dude! Well let me show you, add a prop_testchamber_door (hope I spell it correct), a trigger_once in front it, a global_pti_ents anywhere. Trigger_once output--->prop_testchamber_door "Open" as well as global_pti_ents (there will be a choice in the listbox).If still don't get it, go to VDC-->Level Design-->Portal 2-->Triggering the vote page and you will know everything.
not-paradiser 18 Sep, 2014 @ 7:44am 
The world geometry is designed delicately so players can move forward but in the meantime be able to review, return or reutilize the previous room or elements. The small space available, requiring the player to crouch just match the name "Rattmann". At the last part of the puzzle, the light-bridge twist helps build a clever logic. The light bridge nowadays is seldom designed to block the turrets, maybe just because it's hard to design a puzzle like that, but you do it well. I don't know if I finish that part intendedly cuz I pull down 2 of the turrets, making it possible to go thru without a light bridge but the companion cube. One more thing I almost forget to mention is the place when I stand on the cube and be pushed thru the terrifying death field. I was totally amazed.
not-paradiser 18 Sep, 2014 @ 7:44am 
One of the best chambers I've ever played! I'm not exaggerating cuz I've truly got through a lot of other maps, good or bad. But this one is unique in the way that it is clean, so clean that you use very very few new, fancy elements or hammer work, but simple brush work, like creating a height obstacle with a simple block, also flings.
Swedish Firefighter 14 Sep, 2014 @ 5:29am 
Nice chamber. I have the same problem whit the exit. chamber do not end!
Midapi 11 Sep, 2014 @ 9:15am 
Nice. Maybe one of the best companion cube maps I've played. Very challenging in some places. Again, as other people have said... The end trigger doesn't work. Good map though :)
Sieron Satori 9 Sep, 2014 @ 11:04am 
Uhm. The trigger end does not work for me either. :P
Lord_Kardok  [author] 6 Sep, 2014 @ 1:23am 
I am sorry to hear that the exit doors not seem to be working.
I tried testing myself and they seemed to work just fine. The exit is in front of the door with the push-bar. It is not the door itself but a trigger, that fires when you get near. The doors are just static.
Unfortunately, I have no clue as to why I does not work for the two of you. I will look into it.
CoolDudeClem 5 Sep, 2014 @ 8:37pm 
How do I open the exit doors? I can't figure out how to open The Test Chamer Exit door, or either of the 2 in the room above it, I even tried putting the companion cube on the bit that was sparking to see if that might have been some obscure way to do it but still didn't help.
Blappeture Executive No.1 29 Aug, 2014 @ 9:04pm 
im in the crawl space above the exit, there are 2 doors at either end of the hallway, neither door is working nor end the map for me
The Sojourner 7 Aug, 2014 @ 7:08pm 
OK now I see it... how odd :P
The Sojourner 7 Aug, 2014 @ 3:41pm 
I noticed that :P I didn't notice anything like an ending trigger though once I got up there.
Anyway, nice puzzle, albeit a cramped one.
Lord_Kardok  [author] 7 Aug, 2014 @ 7:12am 
I tried to get to the pipes and failed and assumed it was impossible. But it seems I was not testing hard enough :)
Concerning the ending: (Spoiler) As the chamber is not entered through a normal door neither is it exited through one. The exit is located just above the closed exit door.
The Sojourner 7 Aug, 2014 @ 12:38am 
Somehow this one isn't ending for me...
AHProxy 6 Aug, 2014 @ 1:23pm 
I was able to break the map by shooting a portal by the pipe and jumping onto the pipe in the first room, and couldn't find the way out of the first room...

10 out of 10. XD
KyloX 5 Aug, 2014 @ 2:13am 
First room bringed promise and after getting out of the room, the promise was gone.

The map didn't had the beauty nor an interesting way to go with, but it did had the progression feeling while going through puzzles. The rooms are a bit to small and it didn't feel like it was a test chamber, it more felt like walking in a backstage area, but it was in the main chamber...

There were some story detials you could had changed to make it better, like introducing companion cube a better way, or defending against turrets with the cube to make the feelz better. But the map did had the attachment to the cube overall.

Good job none the less.

[test for a test]
http://cs2bus.com/sharedfiles/filedetails/?id=259110204
Gleepius 4 Aug, 2014 @ 3:55am 
make more plz
Doomguy 3 Aug, 2014 @ 5:42am 
dein map ist cool
Lord_Kardok  [author] 2 Aug, 2014 @ 7:18am 
Thank You for your feedback. Autosave has been added per your request.
[SnF] Togn3K 2 Aug, 2014 @ 5:54am 
It's an awesome map, but PLEASE: ADD CHECKPOINTS!