[SP] Twin Pillars
Quote from Brainstatic on June 7, 2011, 5:29 pmThis is my first map for Portal 2, Twin Pillars. It's done in the destroyed style. Be prepared to use the testing elements in ways that Valve has not trained you to use them. As a result, people who generally think outside of the box will likely find Twin Pillars a lot easier than those who don't. Also, keep in mind there is more than one way to solve the test.
The execution isn't all that difficult, it's just a matter of using gameplay mechanics in ways that you wouldn't expect.
Overall, I'd say the difficulty is probably around 6/10. But correct me if I'm wrong. The map size is medium, and it will likely take about 10 to 15 minutes to play on your first try.Here's the YouTube video guide back from version 1.2 (currently at 1.4) in case you get stuck. But I would strongly recommend playing the map before you watch that! dpOjzNTIax8
This is my first map for Portal 2, Twin Pillars. It's done in the destroyed style. Be prepared to use the testing elements in ways that Valve has not trained you to use them. As a result, people who generally think outside of the box will likely find Twin Pillars a lot easier than those who don't. Also, keep in mind there is more than one way to solve the test.
The execution isn't all that difficult, it's just a matter of using gameplay mechanics in ways that you wouldn't expect.
Overall, I'd say the difficulty is probably around 6/10. But correct me if I'm wrong. The map size is medium, and it will likely take about 10 to 15 minutes to play on your first try.
Here's the YouTube video guide back from version 1.2 (currently at 1.4) in case you get stuck. But I would strongly recommend playing the map before you watch that! dpOjzNTIax8
Quote from quatrus on June 8, 2011, 12:45 pmNice one room puzzle - took about 20 min to get through, mostly depositing gel and downing turrets. Thanks for mapping.
Nice one room puzzle - took about 20 min to get through, mostly depositing gel and downing turrets. Thanks for mapping.
Quote from Enigmaphase on June 14, 2011, 4:24 pmSpent a while trying to get gel where I wanted it, slightly tedious but not too bad. I really loved jumping around the corners with the light bridges
Spent a while trying to get gel where I wanted it, slightly tedious but not too bad. I really loved jumping around the corners with the light bridges ![]()
Quote from smwlover on June 15, 2011, 6:58 amA lot of creative ideas. Jumping around the corners need a little bit skill but is not difficult if you practice for some times. Using orange gel to make turrets slide down and kill them is a fresh idea(I only used blue gel before). And the last part of the level(using the funnel to convey the box up) is great. Excellent one. 5/5 of course.
A lot of creative ideas. Jumping around the corners need a little bit skill but is not difficult if you practice for some times. Using orange gel to make turrets slide down and kill them is a fresh idea(I only used blue gel before). And the last part of the level(using the funnel to convey the box up) is great. Excellent one. 5/5 of course.
Quote from xdiesp on June 17, 2011, 6:54 amAverage looking but shifty textured, has this acid taste of medium hardcore gimmicks. Valve didn't forget to make you do bridges like that, especially jumping around corners: it avoided it, using funnels. But still contained, not too offending.
The 2nd puzzle is a good one but, if I may suggest, remove some of the white floorceiling in between the orange jump point and the funnel machine. Because given the experience with the first, one might think you wanted to alternate funnels up and down to bring gel over there (other hardcore trash). Done properly, that puzzle's nice.
Average looking but shifty textured, has this acid taste of medium hardcore gimmicks. Valve didn't forget to make you do bridges like that, especially jumping around corners: it avoided it, using funnels. But still contained, not too offending.
The 2nd puzzle is a good one but, if I may suggest, remove some of the white floorceiling in between the orange jump point and the funnel machine. Because given the experience with the first, one might think you wanted to alternate funnels up and down to bring gel over there (other hardcore trash). Done properly, that puzzle's nice.
Quote from Djinndrache on July 26, 2011, 11:47 pmI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:0WiSDwD5VW8
(Link: http://www.youtube.com/watch?v=0WiSDwD5VW8)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
0WiSDwD5VW8
(Link: http://www.youtube.com/watch?v=0WiSDwD5VW8)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Brainstatic on July 28, 2011, 10:23 pmWow, I think that may be version 1.0 in that video there. Don't feel obligated to redo the video, it's just I haven't seen that version in a long time. Good video, you solved it pretty quickly. Also, that gave me a few more ideas for improvements, so thank you.
Wow, I think that may be version 1.0 in that video there. Don't feel obligated to redo the video, it's just I haven't seen that version in a long time. Good video, you solved it pretty quickly. Also, that gave me a few more ideas for improvements, so thank you.
Quote from KennKong on January 24, 2012, 4:19 pmA little bit tricky, but good placement of autosaves make it less onerous. Even the funnel/gel mechanic was more advanced than average, but still quite doable. The little side room by the exit was for what? 4/5 from me.
A little bit tricky, but good placement of autosaves make it less onerous. Even the funnel/gel mechanic was more advanced than average, but still quite doable. The little side room by the exit was for what? 4/5 from me.
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Quote from Brainstatic on January 24, 2012, 5:07 pmKennKong wrote:The little side room by the exit was for what?That's in case the player reaches the exit without opening the door beforehand. There needs to be some sort of portalable surface back there so the player can escape without dying, but at the same time it can't be seen from anywhere but the ramp so you can't just fire a portal over there and kill the turrets from behind.
That's in case the player reaches the exit without opening the door beforehand. There needs to be some sort of portalable surface back there so the player can escape without dying, but at the same time it can't be seen from anywhere but the ramp so you can't just fire a portal over there and kill the turrets from behind.
Quote from arvisrend on February 2, 2012, 2:25 pmxdiesp wrote:Valve didn't forget to make you do bridges like that, especially jumping around corners: it avoided it, using funnels.I think I agree with that...
A bug: one can fall into the funnel machine as long as it's not running.
I think I agree with that...
A bug: one can fall into the funnel machine as long as it's not running.
