Portal 2

Portal 2

Plutonium
38 Comments
jandlml 22 Apr, 2019 @ 9:33pm 
fun one!
RedBeam_ 18 Feb, 2014 @ 2:33pm 
Great one, but this one was a bit harder than the others.
gambilier 31 Oct, 2013 @ 1:12pm 
Good one!
stormsend 16 Oct, 2013 @ 1:32am 
Great map. Loved seeing those turrets get theirs. Had loads of fun. Thanks.
metadavid 6 Oct, 2013 @ 4:00pm 
That was different!! Lots of fun. Worked ok for me
presto668 29 Sep, 2013 @ 10:06pm 
AFAIK, symbols are free. They don't count toward the entity limit because they're static and get removed when compiling the map. Antlines on the other hand *do* count because they're dynamic (they change color).
MachManX 21 Sep, 2013 @ 3:33pm 
This was lots of fun, better than your other easy maps. LOVED roasting the turrets and seeing them bounce and slide ridiculously, oh it was so entertaining! Great job.
wildgoosespeeder 18 Sep, 2013 @ 10:49pm 
Bouncy turrets room.
wildgoosespeeder 18 Sep, 2013 @ 10:47pm 
Might I recommend a fizzler above the turrets? My game lagged a bit and caused things to go a little glitchy. Too much stuff!

Try my map?
http://www.cs2bus.com/sharedfiles/filedetails?id=157760459
carol 16 Sep, 2013 @ 2:20pm 
Not sure what happened in the last room - elevator got stuck with a dead turret trapped, got the light bridges but not sure what I was supposed to do with them. Got out of the exit - but was a bit confused and not sure I did it the way intended
nicklonium  [author] 31 Aug, 2013 @ 8:18am 
The door to the speed gel room is activated by the cube button in the wall. There's meant to be a symbol connecting the two but it had to be removed due to the item limit (literally one more symbol would have made this unpublishable). I've changed it a little and added a symbol to both items to make this clearer.
That room is very unpredictable and I had to test it a lot to see exactly how often the turrets turn towards the player. I'm aware that it happens but it's relatively infrequent and the player can always wait for the ball to hit the last turret(s) or even use the ball as a shield. Thanks again, all this feedback is certainly helping.
BlumCoLe' 31 Aug, 2013 @ 7:53am 
Hm, the "door" to the turrets in the speedgel room is buggy.
Open randomly ...just sometimes.
And when the bouncing ball cannot hit all turrets, i have no chance to get the laser cube :/

Unplayable for me sorry...
drumcoaster 30 Aug, 2013 @ 4:39pm 
I'm too ADD for this. I just ended up playing in the goop.
Day of Retribution 27 Aug, 2013 @ 12:31am 
awsome
DropTheDodongo 23 Aug, 2013 @ 4:48pm 
No problem. I don't know if there's a fix for the cube problem, but if it is placed on the side of the grate furthest from the funnel there is significant chance it will not make it into the next room when the button is pressed. I didn't even know that's what was happening until a blue painted turret made it in though the funnel. Plus, there's no way to continue if the lift gets jammed.
nicklonium  [author] 23 Aug, 2013 @ 4:35pm 
That was a much simpler fix than Caesium, just updated it, thanks again for the .dem files. The console is a rather useful tool if you can learn some of the commands, especially for clipping through objects to view how the designer has pulled off a mechanic, although using it to solve part of a test spoils half the fun.
DropTheDodongo 23 Aug, 2013 @ 2:05pm 
Here it is. Ironically it took me a few tries to do it while I was recording. Then the Redirection Cube jammed the lift and I had to exit ;_;

http://temp-share.com/show/2gFbKByf8
DropTheDodongo 23 Aug, 2013 @ 1:34pm 
I can't get the Redirection Cube into the last room. Of the 7 times I've ran this chamber I've only gotten the cube once. I'm putting the cube on the side of the grate directly in front of the laser emitter.
nicklonium  [author] 23 Aug, 2013 @ 12:36pm 
Take all the time you need, I've been told Neodymium is a bit of a thinker but it's most definitely solvable.
DropTheDodongo 23 Aug, 2013 @ 12:24pm 
I'll see what I can do. I'm really stuck on Neodymium at the moment.
nicklonium  [author] 23 Aug, 2013 @ 12:22pm 
A .dem is a video file recorded from within Portal 2 using a couple of console commands to stop/start the the built in recorder which shows me what you're looking at or doing while playing. If you record it, upload it to a file hosting site, I can download it and watch it in portal in first person. It's easier for me to see exactly what you mean in a quick in game video than to explain it in text e.g. precisely where your portals are placed, what angle you're facing, what jumps you attempt/pull off etc. If you'd rather not or it's too much bother, I'll need to know exactly where your portals are placed in that last room to pull off a portal jump close enough to pressure button on the wall.
DropTheDodongo 23 Aug, 2013 @ 11:31am 
I don't know what a .dem is, sorry. I didn't use a portal jump to hit the pedestal button. I used it to hit the Super Button without flipping the panel using the pedestal button . Then the gel helped me get up there, leading to a "wait, what?"
nicklonium  [author] 23 Aug, 2013 @ 2:03am 
These cube dispenser glitches are a little disconcerting, I'll see if I can find a common problem between Titanium and this one. Your description seems a little unclear to me, it sounds like you've completed it the right way, ( a portal jump is how the player is supposed to get to the timed pedestal button near the ceiling) but I'm not sure how the room can be completed without pressing it at all. Could you elaborate a bit? Or perhaps make a .dem and upload it somewhere if it's not too much bother?
DropTheDodongo 23 Aug, 2013 @ 12:31am 
Alright. Beat it. Looks like the first time either the Redirection Cube dispenser was bugged or something else went wrong (plus, I got curious and got stuck under the lift). Still, I managed to complete the last part without using the pedestal button (still couldn't figure out how to get up there) by falling from the floor to the ceiling and using a portal at the surface below the intended area. Aggravation aside, you earned a thumbs up. All the death screams from the turrets made it marginally worth it.
DropTheDodongo 23 Aug, 2013 @ 12:09am 
Slight edit. Replayed it, The first Safety Cube kept coming back without knocking over any turrets. Got 'em taken care of, but got stuck in limbo trying to get the Redirection Cube into place. When I got myself out of the wall by replacing the orange portal, Portal 2 crashed.
DropTheDodongo 22 Aug, 2013 @ 11:54pm 
As of right now, I'm stuck in the final room. I ended up doing some things out of order and I think that messed me up. Lasers everywhere with no portal surface or redirection cube in sight. :(
nicklonium  [author] 14 Jul, 2013 @ 12:13pm 
Damn, that's a shame, I've had ball droppers glitch on me before in other chambers and it's a real pain. Unfortunately, adding a button exclusively to make the ball respawn would sort of defeat the point of making the player go in the last area to fetch the ball from out of the bouncy turret madness and I'm not sure if that would fix a glitched dropper or not. I hope it didn't spoil the chamber too much or put you off playing any of the other chambers in this collection. Thanks for playing!
Raficious 14 Jul, 2013 @ 8:00am 
Cool map, but it bugged out right at the eleventh hr! The final 'sphere' cube (for the exit door) got jammed in the dispenser and re-pressing the pedestal wouldn't release it. I'm pretty sure those bouncing turrets were the culprits. I knew it was possible to break a dispenser with a light bridge, but a turret? - that's a first for me.
nicklonium  [author] 18 Jun, 2013 @ 2:46am 
That can happen sometimes, I had to test this one a lot before publishing just to see how frequently the turrets "turned" on the player. It doesn't happen that often and it doesn't break the chamber as such, just makes the player wait a bit or try a few different things.

Glad you had fun, Snow White.
Zanahoria 18 Jun, 2013 @ 12:43am 
Loved this one so much! :p2orange:
tacticalBOVINE 18 Jun, 2013 @ 12:06am 
this one had an awesome start. loved that first section! the second section caused me some issues because it was on the speed goop. when the sphere was in there knocking over the robots it just moved some of them and they ended up facing the entrance making it impossible to get into the room and i was forced to wait as the sphere bounced around without pattern until it hit them or i restarted the level (which is what i ended up doing)
tacB
nicklonium  [author] 16 Jun, 2013 @ 10:15am 
Thanks for the video, describing those tricks would've probably got confusing and I quite enjoy seeing how people think in my chambers.
Portal bumping is a bit beyond my control. If players want to use this exploit to glitch their way through a chamber, they're welcome to, but it really detracts from the point of solving a puzzle. Fortunately, I can fix it in this chamber.
Good catch on the window ledge in the second room, I'll need to move that slightly. Most of the other tricks you used were actually longer, more complicated or harder than the intended solution but I'll see what I can do.

Thanks for playing and for the great feedback, it's always appreciated.
SkyRoots 15 Jun, 2013 @ 12:19am 
Pressing the button to activate the blue gel at the end was the toughest part for me.
nicklonium  [author] 13 Jun, 2013 @ 10:17am 
Wow, great feedback, thanks. You're right on the money with that trend, every chamber so far has been to the wire with the item limit. Some areas and rooms have to be cut entirely, antlines have to be swapped for symbols, symbols have to be removed completely etc. It's a shame the designer can't control antlines or symbols to a greater degree, I try to make the essential route as visible as possible and it's something I've really focused on in the new chamber I'll be publishing tomorrow.
You're right about the exit as well and I do try to keep it in the same room as the entrance or soon after but, in some cases, placing the exit can compromise the effect I'm going for unfortunately. It's definitely something I intend on focusing on in future chambers.
Blue 13 Jun, 2013 @ 9:15am 
Haha, the map is fun, also the comments are :) I do partly agree with him actually. Also you seem to keep making the rooms a mess. They are fun to play, but I have no idea what I am doing. For example: you use like 20 symbols, I don't think anyone knows what he does with any of the buttons in your room. In my opinion you should work on your linking. Make the tester know what he is doing and what he has to do. It is ok to have one or two vague parts in a testchamber, but your whole chamers seem to have them. The few puzzles where it was possible to see what you had to do were very good.
Whiterock 13 Jun, 2013 @ 9:00am 
To add a positive twist to the above understanding, do you realise you could basically double your map load by simply splitting them up into different maps entirely? Maybe you're worried about the length of map detracting from the quality, but there is absolutely nothing wrong with say, having one map be the speed gel sentry bit, and another map be the bounce gel sentry one. The same could be said about other bits of your maps I've already played, too. It might be something to think about.

Sorry about the comment spam, apparently you're only allowed 1000 characters. Sigh.
Whiterock 13 Jun, 2013 @ 9:00am 
I feel I can explain the room length thing a bit better now. As a player, after solving a puzzle/testing chamber, I get rewarded by the exit. During the actual game this happens often enough to not be an issue. Even if you're stuck on a puzzle, the ext is usually visible so you feel inclined to giving it another go. With your maps, it feels like a huge amount of work is being put into something and you're only giving me the exit because you've ran out of room, or item limits etc, so it's not as satisfying to me.
Whiterock 13 Jun, 2013 @ 9:00am 
Now then, this was another enjoyable map. Not too hard, but you still have to think. Maybe it's just me but I'm noticing a trend in your maps now that I'm through 5 of them. That trend seems to be 'Fit as much in one map as possible'. In this area, I honestly felt I was done with the first bit, and was satisfied with that. When it opened to another room, I was a bit... well, I sighed! The second room also felt a bit cluttered, with a few things like those light bridges being used for effect, yet just seeming to be in the way.