Portal 2

Portal 2

Salvation - Part 1
61 Comments
rexamill226 10 Jun, 2022 @ 1:46pm 
TOO DARK!!!
Winnie Wheatley 28 Sep, 2019 @ 6:10pm 
:theta:ne more great and fun series! Finished from 8 to 1. Enjoyed. Thumbs up! :steamhappy:
bgordon 25 Jun, 2018 @ 6:53pm 
Took me forever to get angles correct, I cept running into destructo-wall and having to retart..
Looks simple enough, but takes time to get right....
i use arch btw :33333 24 Sep, 2017 @ 10:10pm 
i forgot lol
this has been in my queue forever, i dunno how i never got to it
Fox  [author] 24 Sep, 2017 @ 1:32am 
this map is pretty old, you know
i use arch btw :33333 24 Sep, 2017 @ 1:30am 
this chamber could have done without the crossed antlines and inability to see
Swedish Firefighter 10 Aug, 2017 @ 12:04pm 
Nice chamber:steamhappy:
A little bit to dark.
mbrown259 10 Dec, 2016 @ 4:56am 
Nice start. I can't wait to play the rest of the collection!:steamhappy:
Cave Johnson 5 Sep, 2016 @ 8:29pm 
D YellowMadness 28 Jul, 2016 @ 7:34pm 
Message me if you fix those problems & I'll play it again but, for now, I'm removing it from my queue.
D YellowMadness 28 Jul, 2016 @ 7:30pm 
A clever puzzle but the combination of darkness, a black portalable panel, a death trap, & the fact that most mistakes will cause you to have to do multiple step over again makes this test unbarably tedious. I did eventually win though.
the uh 9 Jul, 2016 @ 9:33pm 
welp idk how to do it the legit way but i cheated it and got to the end which is enough for me ;p
Mr Fraggle (UK) 7 Jul, 2016 @ 9:40am 
Nice.
BlumCoLe' 1 Apr, 2016 @ 2:16am 
Hey there,

I promised to make a comment for each map ...so here it is.

It's not my intention to vote down or up only, it's more important to increase your understanding to make a better map.
I want to give you feedback to your map. What is good and was not?
Maybe a way to make it better, if I have an idea. :)

Just for the sake of completeness, the gameplay again: https://www.youtube.com/watch?v=xpmFDVp3EOg

The facts:
*you don't like signages, hm? overlapping antlines are not very nice
*whole map is too dark and that's the biggest problem
- I think you want to make a better atmossphere but some elements are just black ...look at the first flipping panel or the black nothingness on the upper floor (maybe deadly goo?)

The puzzle was ok.

I hope you accept my critique and ...maybe your map will get an update or you adapt what you have learned to your next map?! ;)

Keep it up!
dven1 4 Dec, 2015 @ 6:29pm 
D/l'd the whole series. Will try them ASAP.
Fox  [author] 4 Dec, 2015 @ 7:46am 
@bonkrood
Thx
bonkrood 4 Dec, 2015 @ 7:42am 
A good looking fun map. :)
Fox  [author] 4 Dec, 2015 @ 2:58am 
@dmuk
Thx :DDDDDDDDDD
dmuk 3 Dec, 2015 @ 5:46pm 
Nicely done! On to the next one...
Fox  [author] 3 Dec, 2015 @ 5:14am 
@dven1
Thx
dven1 2 Dec, 2015 @ 7:14pm 
No, but I will!
Fox  [author] 1 Dec, 2015 @ 9:58am 
@dven1
Did u try Salvation 4?
dven1 1 Dec, 2015 @ 9:58am 
Nice map, good ambience. I jumped for a portal near the end, not sure if that was intended.
Fox  [author] 1 Dec, 2015 @ 9:52am 
@Petutski
ok
Petutski 1 Dec, 2015 @ 4:08am 
Well done logical cube manipulation! Black portal surface? Had me going for a while.
ChrisLP 25 Nov, 2015 @ 12:51am 
i'm pretty sure my solution was unintended but it was a very good chamber!!! Excellent overgrown style!!! 10/10!!!
The Sojourner 12 Oct, 2015 @ 10:26pm 
Oh I almost forgot to mention: how to resolve the "dark" issue we all keep noticing . Other things you can try in addition to a Full Compile:

> If you used a light_environment , try changing the pitch to some downward angle.
> As a last resort ( and only as a last resort... ): add more lights (and perhaps fewer plants where you expect the player to go).
The Sojourner 12 Oct, 2015 @ 10:22pm 
Also, I saw copypasta in the ceiling which didn't look good either.
The Sojourner 12 Oct, 2015 @ 10:21pm 
A bit too dark, as DeathWish808 said.
Fox  [author] 26 Sep, 2015 @ 10:26am 
@ϟ Dr. Heavy Pootis-Man ϟ
czheck out timex mod
Dr. Heavy Pootis-Man 26 Sep, 2015 @ 10:25am 
༽༼°͜°༽༼
Fox  [author] 24 Sep, 2015 @ 9:46am 
@marcin19981998
dzięki ;)
Proxima Centauri 24 Sep, 2015 @ 9:24am 
Good map. Keep going! I'm waiting for more! :)
waynepep 13 Sep, 2015 @ 10:29pm 
tough for me, seems not so much for others here, enjoyed it, thanks!
Fox  [author] 13 Sep, 2015 @ 11:17am 
2DeathWish808
Thx for commenting
DeathWish808 13 Sep, 2015 @ 11:01am 
I assume the darkness was on purpose, but a little bit of subtle lighting would greatly help Especially for portalable surfaces. Otherwise, nice map!

https://youtu.be/dRQTpK1vtq4 (1st of 5 played.)
Fox  [author] 13 Sep, 2015 @ 2:10am 
@Adrihfu
Thx
Adrihfu 12 Sep, 2015 @ 4:23pm 
Good job, but to easy :calm_creep:
ᛏᚼᛅ ᛏᚬᛒᚢ 12 Sep, 2015 @ 2:55pm 
it find it qute intresting love the textures the foilage and the darkness
asd417 12 Sep, 2015 @ 4:32am 
First, I would not use logic_auto for BGM because usually, you can't hear it until you enter the test chamber. Second, Light. Too dark. Maybe put a broken lab to light up. Third, Antlines. Too many antlines. For some of them, change it to signage. Overall: You relied too much on PTI editor. I wouldn't blame on you for that but try to stay away from them. It's not good for your hammer practice. Looks like the holes in the ceiling is also from PTI BEE2 mod. One is acceptible but more than one looks akward because they look all same. If I were you, I would give some changes to vary them. To do this, go to 'Instance' menu and choose 'Collapse', 'Selection' This will 'unwrap' the instance on your map so that you can edit it directly on your map.
Kazuto 12 Sep, 2015 @ 12:06am 
Light more pls
L0k1D0k1 11 Sep, 2015 @ 9:03pm 
its so hard
Malfaction 11 Sep, 2015 @ 12:52pm 
Nice chamber but a little too dark. Thumbs up!
Turrets Turret 10 Sep, 2015 @ 5:09am 
a bit too dark and the antlers looks too messy, but a really good puzzle :D
wildgoosespeeder 9 Sep, 2015 @ 7:26pm 
It's a bit too dark even for a destroyed map. The indicator lights are just all over the place and criss-crossing unnecessarily. You aren't just restricted to the floors for those. You can use more of the walls and ceiling. That means you do need to rework the ceiling foliage. It's best you get the chamber running and playing smooth with minimal eyesores BEFORE you "beat-up" the chamber with decay.
Fairtrade 9 Sep, 2015 @ 5:16pm 
-Overall ratings-

Level Design - 70/100 It was dark and dilapidated and really told its story well.

Toughness - 75/100 I'm sure someone who's really good at Portal could figure it out pretty quickly, but for the casual player it'll keep you scratching your head.

Level Story - 100/100 The level tells a story of a once glorious Aperture, now in disrepair. It's got looks going for it, being well textured and well aquainted with the story the maps will tell.

Overall Rating - 85/100 (Well Made and Ready to be Played) My own shortcomings on this map were just that, my own. Each player will find the map plays differently to their tastes. Once I figured out what to do I had a blast and I look forward to any future maps for the series.
Fairtrade 9 Sep, 2015 @ 5:16pm 
-Initial Playthrough-

I just played this map and I think that it's absolutely spectacular. I really only had two problems with it. The first was that there was no sense of direction, I generally fumbled around for a few minutes before figuring out what I was supposed to do. The second was that there was no consequence for failure, it took me a few tries to get through the map, and when I did something wrong it often didn't look very wrong, so I'd mess up inconcievably before I figured out I actually HAD messed up.
stormsend 9 Sep, 2015 @ 4:45pm 
I liked it. Fairly easy but it looks great. Nice job. Thanks.
TG 9 Sep, 2015 @ 10:20am 
@Redstoncraft How? It's the same.
TG 9 Sep, 2015 @ 10:19am 
The map STILL is too dark, didnt you try to change the brightness?

Now how do I rate it?
Design - 6/10
Story - 3/10
Sound - 6/10
Puzzle - 8/10
Textures - 10/10
Whole map rate 7/10(average)

Plants looked spammed and they are floating
The music should start when you enter the chamber, not in the lift.
Too dark.
More destruction props needed.