Portal 2

Portal 2

Strontium
33 Comments
KONGA 3 Jan, 2024 @ 12:51am 
Awesome map and tremendous collection! Need to fix one softlock spot: you can fall onto the light bridge from above, where the turret is, in the first lasers chamber and you can't get out. :br_1: :p2cube: :p2turret:
jandlml 22 Apr, 2019 @ 8:29pm 
thumbs up, fun map!
shadowyblade 18 Jan, 2017 @ 10:45am 
Wow, that was fun. It was a very well made level. I particularly liked the buttons hidden inside of the flip-up panel boxes.
stormsend 7 Dec, 2013 @ 8:50pm 
Very nice. Not too hard. I'll never understand people who'll use an exploit to exit and then never play the map. A lot of work went into making an enjoyable game and I appreciate it. Thanks and keep 'em coming.
Would love your feedback on my Hard Logic .
nicklonium  [author] 13 Oct, 2013 @ 3:48pm 
Would you be able to describe exactly what you did or, better yet, make a video of this at all? I can't see how you managed to get access to the room on the left before the room on the right with the laser relays, the button that allows access to the laser relay room is blocked and should only be reachable after the laser relay room is finished. Reaching the turrets in the main room is an easy fix but I'm more concerned that the entire chamber sounds surprisingly broken at the moment after being around for over a year.
EuroSong 13 Oct, 2013 @ 9:54am 
Okay, solved it. Killed themain room's turrets manually. Didn't see how the light bridges could be deactivated. Did not get access to the chamber on the right. Exit opened after pressing both buttons individually by placing the sphere on the 2 receptors in turn. Can't see how to access the right chamber - through the door of which I see laser relays...
JessicaTTG 22 Sep, 2013 @ 7:21pm 
Well.... i subbed to this chamber before then....so that explains it...
nicklonium  [author] 22 Sep, 2013 @ 3:32pm 
How long ago did you subscribe to this chamber? That issue was fixed three weeks ago.
JessicaTTG 22 Sep, 2013 @ 2:54pm 
I found a gap in the corners of the glass panels surrounding the portal surfaces, so I was just able to portal my way in, press the buttons, and finish the map.
nicklonium  [author] 22 Sep, 2013 @ 2:35am 
If you use the noclip command, you can see how it's done.
The symbols on the turret fireworks have now been removed. I must've missed all the symbols in the laser redirection room, thanks (although the symbol recycling is still present, just less of an issue).
MachManX 20 Sep, 2013 @ 11:00pm 
I don't know what you guys were about, but the grandness of the chamber adds to the cool factor. This chamber was fun, though nothing challenging.

How did you make those turrets fly up like fireworks? That was FREAKIN' AWESOME and would love to try that myself. Just when I thought there weren't any more ways to kill a turret in style, you prove me wrong :D
wildgoosespeeder 18 Sep, 2013 @ 9:49pm 
Here is an instance that you need to hide antlines or symbols for the turret fireworks. Symbol recycling like mad here.

Try my map?
http://www.cs2bus.com/sharedfiles/filedetails?id=157760459
BlumCoLe' 1 Sep, 2013 @ 11:18am 
Thanks for the update...
I play it again in the intended way (i think). ^^

Btw: It's unimportant for the solution and it brings no advantages, but it's possible to bring all 3 laser cubes from part 1 in the main room ;)
nicklonium  [author] 31 Aug, 2013 @ 8:03am 
There's no need to apologise, criticism and feedback are always useful, especially when it's such an obvious little issue. It's now been fixed and I changed some of the symbols in here too, it was a little messy and unclear before, thanks again.
BlumCoLe' 31 Aug, 2013 @ 7:25am 
Your map need a little rework in hammer editor. ^^

http://youtu.be/PNvtIoe-nw0

Sorry
drumcoaster 30 Aug, 2013 @ 4:18pm 
A lot of these take place in large open spaces, which is weird to me. From the beginning, I always tried to limit the size of my tests. But it does make the navigation seem a little more "grand", so I can see what you are doing with it.
Krikkit 14 Aug, 2013 @ 6:56am 
The turret fireworks were priceless. As for the puzzle, very simple and very logical. Well done.
kwyjibo 1981 21 Jul, 2013 @ 9:31am 
Very enjoyable map. And, like some of the other commenters, I too, enjoyed the fireworks.
SSG Price 30 Jun, 2013 @ 6:36am 
OK. One thing you learn the hard way is to try and reduce the amount of "mini-tests" in your chamber.
If you make one short but challenging test, players will notice ;)
Also "challenge" means to be at the limit of where the player almost gives up but not yet....
There is a lot of tries top be put into that :D
nicklonium  [author] 30 Jun, 2013 @ 3:44am 
Price, I'm sensing a bit of a pattern in your feedback. I'm yet to have a chamber that's both suitably complex and consistently well lit. Most of these chambers are on the item limit, while designing a chamber to be satisfying to solve I usually go over this limit, unfortunately, the lighting is the first thing to be axed to make a room publishable. Believe me, if I could make every chamber well lit and challenging, I'd be one happy designer. Thanks for all your feedback so far, as long as you're enjoying the chambers, it's all worthwhile.
SSG Price 30 Jun, 2013 @ 3:32am 
A rather elaborate chamber... Loved it... not easy, but nice... and then, the fireworks were a good addition :)
Try to improve the lightning, as always ;)
nicklonium  [author] 28 Jun, 2013 @ 3:34am 
If you noclip around in the chamber, you'll see it's a neat little combination of some well known items. I'm not sure how I came up with it, I think I was experimenting with faith plates at the time.
jrobertunder 27 Jun, 2013 @ 9:21pm 
I'd like to know how you do the fireworks, otherwise this puzzle was great
nicklonium  [author] 18 Jun, 2013 @ 2:41am 
So you died in the water or the set of laser grids covering the entrance that the player has no interaction with?
tacticalBOVINE 17 Jun, 2013 @ 9:19pm 
very good and challenging chamber. however i do not like the fact that if you do parts that are very far into the course of the puzzle incorrectly that it is punished with death and you must start over. it is very demoralizing to begin from the very beginning when you know that you are so close to the end. but again. another well constructed puzzle
TonToE 14 Jun, 2013 @ 8:48pm 
Fireworks are a cool idea. Overall, pretty cool level. Not too hard.
SkyRoots 13 Jun, 2013 @ 8:09pm 
Wonderful level design.
I loved the "fireworks".
The two rooms off the the side were easy but enjoyable.
Got stuck inside the glass flip panels twice as they closed on me.
At the very beginning, I was able to press the upper pedestal button (way above the entrance) by faith flying up and around the flip panel (square symbol).
Blue 13 Jun, 2013 @ 2:17pm 
Nice design, but too much symbols everywhere
Sagi 9 Sep, 2012 @ 11:58am 
Amasing Level design well done!!!
JBizzle 7 Aug, 2012 @ 11:22am 
Just got round to playing it and ir was prety good. Nice and easy.
JBizzle 3 Aug, 2012 @ 5:21pm 
I'll give it a go. Like I say it was a nice idea but frustrating...
nicklonium  [author] 30 Jul, 2012 @ 7:09pm 
Doubled the amount of time on the panels. The same glitch happened in Titanium a couple of times, seems to be a problem with all panels that close/open on the same square as the player.
JBizzle 30 Jul, 2012 @ 3:34pm 
Nice idea but couldn't complete it because I got stuck in a glass door due to the timer being too short!