Portal 2

Portal 2

Out of Mind?
39 Comments
jandlml 11 Jul, 2021 @ 9:32pm 
excellent! head scratcher at the beginning :steamhappy:
canticle 7 Nov, 2019 @ 11:32pm 
Dang! I hated this one when I started, nevertheless, after a number of circuits around the test area via light bridge and funnel vowed that I would not quit until I had at least found at least part of what was supposed to be done. The fractured nature of the area really messed with my mind--it even took me a great deal of time to see how to use the franken-cube to generate the laser cube (yeah---I know--you just go and do it...not obvious for me at the time)...and what good did the funnel going though the floor do.... Piece by piece it all started coming together over several days. It took me so long that I played through from the beginning just to convince myself that I really knew the solution. So hate went to love!:steamhappy: Glad I stuck with it, looking back it was fun piecing it all together!
LeeSpork 10 Jan, 2019 @ 5:36pm 
Haha, brilliant. Kind of weird how Wheatly is feeling the exact opposite of my emotions lol.
zeo1337 17 May, 2018 @ 11:44am 
I got stuck for a while trying ti figure out why the light bridge switches. Apparently it's only purpose is to make the solution harder.
zeo1337 17 May, 2018 @ 11:40am 
Genious test!
bullfrog 6 May, 2018 @ 12:39am 
Great puzzle. A lot of time spent working out what does what, but after that it's was not too hard to solve :)
iamtrustworthy 21 Feb, 2017 @ 6:52am 
Thank you for several days of enterainment with this puzzel. You are great. I hate to admit how many hours/days this took me. Keep up the good work.
The Sojourner  [author] 8 Jul, 2016 @ 1:39pm 
@40ozKilla, GLaD you enjoyed this one :p2aperture: I've had my weird moments too when solving puzzles.
40ozKilla 4 Jul, 2016 @ 10:45pm 
Nice test. Took me about 20 mins to complete but I'm a very experienced Portal player after having just gone through a gauntlet of Mevious, Near and Turboz maps. Sadly the part that took me the longest was figuring out how to do the final drop of the laser cube onto the star button at the end. I was looking for a somewhere I could Portal to make the light bridge disappear. After about 7 mins I facepalmed and said durrr just walk into the fizzler dumbass. I still have my blonde moments, no matter how good I think I am haha.
Danjoresque 19 Jun, 2016 @ 9:22pm 
This was super sweet and I'm glad I revisited it a day later after first trying because the solution is a good twist/ very satisfying. At first I hadn't noticed the frankencube tube was askew, so I didn't think the button was doing anyting. After a rest I had the presence of mind to look down the portal more carefully.
kwinten 14 Jun, 2016 @ 9:58am 
The end is very well though, but very hard to execute for the slow player i'm lol
Good job !
DeathWish808 13 Oct, 2015 @ 12:06pm 
Ended up being much more straight forward/linear then it looked. Very nice!

https://www.youtube.com/watch?v=ggX6ZuvCoow
TG 11 Sep, 2015 @ 9:52pm 
The Sojourner  [author] 11 Sep, 2015 @ 8:27pm 
Thanks for playing :p2aperture:
jgaultney 5 Sep, 2015 @ 10:05am 
A very challenging and satisfying to solve puzzle. I was stuck for the longest time because
I had failed to see the importance of opening that panel under the funnel. :steamfacepalm:
Thumbs up!!
TG 4 Sep, 2015 @ 7:28am 
Very very nice work on the Wheatley style! I didn't solve the puzzle, I suck at it, but I am giving a visual review mostly.
Anyways pzerortalmaster, I like the highly detailed bts areas, it show's off everything!
Projected texture is nice, you are capable of nice looking.
Very very nice visuals pzerortalmaster, thanks for creating, thumbs up and favorite.
wildgoosespeeder 1 Aug, 2015 @ 9:28pm 
I was expecting the Wheatley Labs theme. What happened to that? That's the only flaw I can spot.
The Sojourner  [author] 1 Aug, 2015 @ 9:20pm 
@wildgoosespeeder, good to see ya back with Portal 2 (if only for a brief moment, but still) :p2cube: GLaD you enjoyed this one.
wildgoosespeeder 1 Aug, 2015 @ 4:12pm 
This is your best Hammer work yet. They are feeling more like puzzles than exploits in the game engine. Well done. I even managed to trigger the anti-trap.
The Sojourner  [author] 26 May, 2015 @ 11:40pm 
@KyloX, thanks for playing. Not sure how you managed to bypass the need for the second hard light bridge....
KyloX 21 May, 2015 @ 4:47am 
Very well done map.
At first glance it looked very complicated due that everything is placed basically everywhere. Though on second though, it felt like a expedition through the map, showing where is everything until showing where is the end spot and than from there a player can start solving the puzzle, a neat touch for a big map.

Haven't noticed anything that bad about the map ( if it had any ), besides the cube trouble problem (which i had to re-load my save few times due of the glitchy cube, ether not connecting or just magically moves away from the button).
And... didn't used the second lightbridge, have no idea what it was supposed to be used for...

Great work, really well done. Congrats.
Blappeture Executive No.1 20 Apr, 2015 @ 10:35pm 
if you havent already noticed and i bet you have, lasers make reflection cubes resistant to being moved by anything other than you or other cubes. This is why the bridge doesnt bump it off the button as needed in the solution. Try placing a func_brush directly in front of the laser and toggle the brush so it disconnects from touching the cube for 1 whole second while the bridges swap and the cube bumps up, then turn off the brush and the laser will connect the receiver
The Sojourner  [author] 9 Apr, 2015 @ 12:08pm 
@ I \_/ (), thanks for the feedback :p2cube: I actually tried to keep the cube as aligned as possible in the event that the player doesn't try hard enough (using some temporary func_brushes and some trigger_pushes). In the rare event it doesn't align in the end, no worries. The odds of this happening twice should be very slim.

Hopefully my next puzzle won't be so punishing.
| \_/ () 9 Apr, 2015 @ 9:57am 
Visuals: 9/10 (I didn't like how the laser catcher is in the wall and some other minor things)

Layout: VEERRY confusing at first - there are 3 areas with so many things in them that I couldn't tell wich puzzle element is where. it got clear in my head just before I solved it.

Puzzle: I didn't expect much, I thought that it's just another pointless mix of many test elements
(because you have a funel, 2 lightbridges, many buttons, 2 cubes, a laser, stairs, fizzlers etc.).
So it was as challenging as I expected, but it was 5 times more satisfying to solve. Nicely done! Still though, it's a shame that if you put the cube a bit to the left/right at the end you have to start all over. I'm lucky that it didn't happen to me, so it was even more satisfying. speaking of which...

Related-ness(?) to the competition: Great! Amazing! Awesome! You used the blind mechanic so well that when I passed that fizzler at the end... WOW! So satisfying! Again, the cube can kill the fun, but still. :)
dire.fcs 8 Apr, 2015 @ 6:45pm 
Nice work with the puzzle and great work with visuals (maybe the map is a bit large for the puzzle itself).
The Sojourner  [author] 8 Apr, 2015 @ 4:48pm 
@Merciless, care to be more specific about what you didn't like? Was it the esthetics or the puzzle or both? If you can't be more specific, then I can't allow you to comment like this. You have been warned.
The Sojourner  [author] 6 Apr, 2015 @ 4:05pm 
Ah yes, yet another plot hole Valve never completely filled: if long fall boots can make the player withstand virtually any height, why does the player die at the bottom? This can even apply to underground maps, where I've found that I can stand on top of one of those enrichment spheres, and yet still die....

(Also, it might not be acid, but instead a gaping but unseen fire pit or a spinny blade floor. Either way, I suspect one plausible reason to be that the player dies is because there's not enough time to go back up, retest, and save Aperture Laboratories.)
Edward 6 Apr, 2015 @ 10:41am 
Pretty good test chamber there. I like the beginning, suddenly Wheatly is slamming together a test chamber.

Though, if one wants to talk "authenticity", I remember many in the PWTI forums (thinkingwithportals) complained about that there was no option for "bottomless pits". However, if you think about it, test subjects are fitted with these "Long Fall Boots", making it virtually impossible to die from high heights, which means that you'd essentially survive "bottomless pits". Unless there's a large vat of acid at the bottom, but one never gets that far.

These are just some of my thoughts. ;)
GBMusicMaster 5 Apr, 2015 @ 8:47am 
I first saw the PeTI beta chamber. I found it confusing. Then, this came out, and the first version had me completely stumped. I played this chamber on at least four occasions, and each time something made a little more sense. Today, I saw the latest edition, and everything finally clicked for me. The antlines are cleaner, the signage is far less confusing, and everything flows much better. However, I think you should give this map a subtitle: The Journey of a Thousand Steps, because that's how it felt to me. I don't mind taking the same path multiple times, but when you're as confused as me, what should be one pass turns into ten. Anyway, great map, great puzzle, thumbs up!
Talisac 31 Mar, 2015 @ 1:29am 
Cool chamber and "background", nice design. Lots of steps needed to solve the puzzle, but it isn't too hard because objectves are clear and elements (buttons, bridges, funnel) have practically one unique use.

Double blind action is perfect :)
Innocentive 30 Mar, 2015 @ 5:16am 
Testing continued: video .

Those are all very good changes! Since I chose a slightly different approach than RektorRocks in the end I've uploaded my playthrough for you to watch.

Now the only thing that's missing is other test chambers in the vicinity. I expect those within the hours ;)
The Sojourner  [author] 30 Mar, 2015 @ 2:41am 
Test chamber updated. Continue testing.
The Sojourner  [author] 29 Mar, 2015 @ 8:52pm 
First of all, thank you everyone for playing this map and leaving feedback. Second, I plan to update this map soon and hopefully make the solution clearer with more hints, among other little fixes.

@Innocentive, the truth is, if your cube got fizzled, in all likelihood, you got trapped. I was trying to find a good Wheatley line for the situation, but no luck. I'll try again.
Andi 29 Mar, 2015 @ 2:41pm 
This chamber is beyond hard and it took me a very long time to complete. The test is sound and I like it but I have the same concerns as Innocentive. I kept wondering what happened to my cube that I left in the upper level, that was frustrating to say the least. However, all in all it's a good test and I enjoyed solveing it. Thumbs up.
Innocentive 29 Mar, 2015 @ 6:44am 
I liked the puzzle in this map and the map has great visuals. I tend to agree with RectorRocks on how it lacks some "outside" architecture to provide for some more depths.

But there were two things that I didn't like:
1. The weighted cube being destroyed when you enter the lower area is too far outside the normal Portal 2 puzzle mechanics. Even with Wheatley mentioning something about an idea the first time this happens it feels kinda tricking the player into doing something that he already did. Maybe it would be enough if the cube was removed from the button?
2. I feel that those "hidden" stairs are also kind of tricking the player into looking for solutions that I figure don't even exist because he/she potentially doesn't even know one elementary part of the puzzle. I wouldn't know how to fix that other than adding some signage or at least some hints. I think the tilted panel is not enough...

Other than that is was fun solving!
GBMusicMaster 29 Mar, 2015 @ 6:18am 
I have managed to walk through the whole thing, and it looks fantastic! Great reflections in the glass! I have not, however, managed to accomplish anything. I'm going to be working on this for a while...
Rector 29 Mar, 2015 @ 2:25am 
I played the PTI version a while back and honestly I got stuck on how to do the last step. This version is so much better and clearer than that. It has great visuals and I really like how another test chamber smashed into this particular one. Cool looking. :D

Playthrough video .

Some little small nitpicks though:
-The vactube smashing through the wall has clipping issues as well as some misaligned issues.
-As detailed as it already is, the background (the outsides of the test chamber) does seem a little empty. A little more test chambers would be great. :)
-The button that releases the normal cube is not really obvious. I know it's for Out of Sight, oh well.
-The normal cube should be a frankencube since it's Wheatley-themed, but it doesn't really matter.
-The lamp hanging model casting the projected texture (which is really awesome by the way) should have a glow.

Other than that it's one awesome map.
Thumbs up! :D
dmuk 29 Mar, 2015 @ 12:30am 
Interesting chamber, still working thru it...