Portal 2

Portal 2

Extinction
43 Comments
andy.kovtun 18 Jan, 2021 @ 1:32am 
A hackish way to finish it skipping the left room altogether:
After getting the optical cube out to main stage, approach right room's doors just inch from triggering the panels to turn. You can see the laser is still shining on the panel so you can open a portal if you jump or stand on the retrieved cube. This way, you got your laser to fry the bots and open the door, without even entering the left room :)
Ali 22 Oct, 2019 @ 11:55am 
too easy
Calwin 14 Oct, 2019 @ 7:47am 
Very easy puzzle.
SpielSatzFail 8 Dec, 2018 @ 5:14am 
I'd prefer gratings instead of flip panels :-/ The puzzle is fine.
Dexor 31 Oct, 2015 @ 4:05pm 
What a wonderful map!
John Simons 29 Sep, 2015 @ 1:15pm 
Hey I did a blind playthrough or your map I hope you enjoy! Feel free to recommend me other maps of yours to play :)
https://www.youtube.com/watch?v=ZpBbHsVy47I&list=PLDzKs1YmF-vx-JhGTyiWNwEX_T-8aFSzk&index=12
Petutski 28 Aug, 2015 @ 5:22pm 
Nice, logical, and fun!
jam.lab1 3 May, 2015 @ 6:14pm 
Cute fun game.
mikemoody 3 Apr, 2015 @ 4:44pm 
Nice and easy puzzle. I liked killing the turrets in the end. Thanks
Mitch McWiggins 3 Mar, 2015 @ 8:40pm 
Great, thanks.
mbrown259 1 Mar, 2015 @ 5:18am 
I have to work on my observational skills because you had me in the end, I didn't see the last portalable panel for a long time. Once I found it everything made sense.
Good chamber!
Scoundrel 25 Feb, 2015 @ 9:24pm 
Not sure why I picked up a portal device on the way in, as I already had one.
The Sojourner 24 Feb, 2015 @ 1:02am 
I also second wildgoosespeeder with the texture use: it's weird. Could be weirder, though it's ultimately a bit out of place. At least the puzzle's decent (pretty easy too); let's not forget those flippant flip panels because of a semi-misplaced trigger.

You're kinda starting to remind me of Gunman-lobo's stuff. He did something similar with the textures, and he eventually brought in electric box and catwalk props and that sort of thing too.

Last thing I'll say: Good job on finding the location of the "Full Compile" mode. It should be the one that also says "-both -final" in its description. Good luck with your mapping adventures :p2aperture:
RYNO MAN 23 Feb, 2015 @ 7:07pm 
Orange 23 Feb, 2015 @ 6:25pm 
Idk if its just me but some of the flip panels have no way to turn over, not sure if its just a glitch or intended?
Lautaro 23 Feb, 2015 @ 3:44pm 
Good test
Grim Ranger 23 Feb, 2015 @ 3:02pm 
Did anyone else fling off the elevator at the top of the left room to get the box up? lol
Ieatfoxes4breakfast 23 Feb, 2015 @ 11:47am 
looks fun :) cant wait to play it
Rector 23 Feb, 2015 @ 12:16am 
Blocky, and like what wildgoose said, the walls' texture don't fit the test chamber. But other than that it's simple and fun. The laser relays on the wall in the right room can get a little wonky though. Also the flip panel trigger needs to calm down.
KidCalamity32 22 Feb, 2015 @ 5:30pm 
am i the only one that got creeped out when everything kept moving and turning? but anywasy nice level
Blubberduck Frumblesnatch 22 Feb, 2015 @ 3:53pm 
I enjoyed it - well done!
Oxy 22 Feb, 2015 @ 2:43pm 
how do i play a map?
Hibou 22 Feb, 2015 @ 7:19am 
ok map, small and easy.
Don't really like trigger (block me on the wall ...)
jubjubj 22 Feb, 2015 @ 5:32am 
A good chamber that had me very confused the first playthrough, but once you realise the solution you'll figure out that it's possible to do without the left room. I dont think this was intentional as the player detection panels usually kick in when approaching the right room but they don't kick in soon enough. If this isn't intentional, it's easily fixable by extending the player detection to cover the entire middle section.
Shellac 21 Feb, 2015 @ 9:29am 
Iway ovedlay histay hambercay
Reiwilo6 21 Feb, 2015 @ 3:37am 
Nice chamber.
H4rDZeR0 20 Feb, 2015 @ 6:11pm 
wol
pikmin loamy clay speedrunner 20 Feb, 2015 @ 3:08pm 
Really cool, I especially liked the player detection panels. :p2chell:
zdonk911 20 Feb, 2015 @ 12:33pm 
I liked it! great job!
shortycat 20 Feb, 2015 @ 6:24am 
Well done! Enjoyed this map.
Equinox FR 19 Feb, 2015 @ 2:16pm 
Nice puzzle but I didn't use the left room, maybe you have to correct that, thanks for mapping!
My playthrough : http://youtu.be/AM8vyvwl-NY
Brave 19 Feb, 2015 @ 6:02am 
@Aevo, sometimes the p2map_publish application does that reading and older bsp, (this works for me) what I do is after recompiling, confirm the bsp date is correct and move it to your desktop, then run your p2map_publish application and select edit, browse to desktop and then update.
yona 19 Feb, 2015 @ 3:27am 
Ilyeana 18 Feb, 2015 @ 11:02am 
Something extremely satisfying about blasting a bunch of turrets after solving tricky puzzles. Better than Cake.
Aevo  [author] 18 Feb, 2015 @ 4:07am 
I've been trying that. I'm fairly certain I compiled my map again before updating it but I'll check later today.
Test Chamber Junkie 17 Feb, 2015 @ 6:21pm 
@Aveo the way to update your maps is through the p2map publish.. After making your adjustments in hammer, compile the map, open up the publisher,click edit, and then browse find the .bsp. Select it and now any changes will be updated to the cloud (workshop) bsp. Hope this helps :p2chell:
Aevo  [author] 17 Feb, 2015 @ 2:49pm 
I just realized that you need to go into the expert settings to fully complie the map. That's a bad place to put it... Ill start doing that for the rest of my maps because for some reason I cannot update my maps once they are published.
wildgoosespeeder 17 Feb, 2015 @ 2:39pm 
There is just something off with the coloring. The antlines look like they have a shade of gray to them instead of being either bright blue or bright orange. It's not the light directly but something that a full compile does that doesn't give off that grey haze look. From what I have heard, full compiles take longer to perform than fast compiles. You seem to be churning these maps out pretty fast.
Aevo  [author] 17 Feb, 2015 @ 2:33pm 
Unless I'm doing something wrong, I am compiling my maps fully. The reason that the lighting is dim is because in the puzzle maker, it is possible to copy the large observation room, but it gives off very little light.
wildgoosespeeder 17 Feb, 2015 @ 1:55pm 
If you need more general help with anything Portal 2 and Hammer:
https://developer.valvesoftware.com/wiki/Category:Portal_2_Level_Design
wildgoosespeeder 17 Feb, 2015 @ 1:42pm 
Responding to your comment, there's a difference between making something look old and using different assets that don't really belong in a test chamber space. The wall textures you chose are more for the decayed behind the scenes than test chamber space. Here's more information how to make a chamber with a particular theme:
https://developer.valvesoftware.com/wiki/The_Aesthetics_of_Portal_2

I don't know what you mean by "old" but I hope the link offers valuable information so you can improve your Hammer skills.

Still no full compile.
勾心豆角 17 Feb, 2015 @ 4:57am 
OK..I have to say this map is quite puzzling.. its nice.. it makes me feel like the first time to play this game! It almost takes me 20MINS to find out that the celling is able to make a portal hole!! I like it
Aevo  [author] 15 Feb, 2015 @ 7:57am 
Im just going to say this before anybody else says it... Yes, I exported from the puzzle maker and into Hammer. I did not intend for these maps to be entirely Hammer-made maps. I just wanted to make some puzzles, then re-texture them to look old.