File Size: 6.62 MB
Downloads: 30703
Rating: (49 votes)
Description
Infinifling pits the player directly into a chamber filled with redirections (we had to have some) and mechanics built on prevailing mid-air portaling techniques, though with less difficulty and more fun.
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The bsp? If so: The map is pretty big. Though it's still smaller in size than your average Valve Portal 2 map.
Good job, but not very challenging... Not very long, either. Still, the flying through the air bit was fun.
Mark my words: whenever I play a default B&W boxy level, I picture in my head that it should look like this one. Jesus Christ, marvelous.
Puzzle wise, just honest.
Bug: the elevator lights are see through. 
xdiesp wrote:
Mark my words: whenever I play a default B&W boxy level, I picture in my head that it should look like this one. Jesus Christ, marvelous.Puzzle wise, just honest.
Bug: the elevator lights are see through.
I noticed some sorting issues with the video panels, and the alpha on the glass on the elevator model. Theres nothing I can do about that though.
Short but sweet. It definitely captures the atmosphere of the Wheatley chambers; the only things missing are the GLaDOS potato on the gun and Wheatley babbling at you the whole time.
(Was the GLaDOS potato there? I guess I wasn't paying attention to that...)
Nice job. Wish it was a little longer, but it works just fine the way it is.
It certainly feels like a part of a sequence of chambers - that's something I like in a custom map personally; that feeling that there's more before and after this that you aren't quite seeing for yourself.
One other thing: I got some slight lag on this one. Not at all sure what that was about. Nothing major, but enough of an FPS drop that I noticed.
Awesome, thanks for the feedback. I know theres a few things going over I missed I could of optimized, I'll go ahead and update soon for some better perf.
Heavily updated thew map just now, bro9ugh it up to V2.0.
What's new:
Changed the flow of the chamber immensely
I waited to receive feed back on Glados or wheatley, people wanted Wheatley. Wheatley you shall have.
Improved performance, and then lowered performance, and then improved performance.
Added music to the main chamber!
I had a good time with this one, short, sweet, great use of Wheatley/POTaDOS lines, and music.
Just tried the newer version: it was already retail quality, now it could pass for an official P2 level. But the puzzle is still its weak point, how about some back and forth below or utilizing some of the sight-seeing space above?
I think this map has a good challenge to it, diolog didn't quite make sense for the map but other than that Great job.
The environment was incredible, puzzle was meh. The end fling didn't make sense sinceyou drop from height x, fling across the room, then somehow go higher than height x out of the room. Other than that, excellent.
I realized what the "infinite fling" is: looping the fling between the 2 slated panels. Is that any relevant for the intended solution? Wouldn't suck to use that.
Yeah that is totally part of the solution.
On the note about adding a little back and forth, I've been debating on that, but then I'd like to think about overall flow, and not wanting to pile anymore on top of that.
I'm extremely happy with the current flow of the level, and the portal-ing in mid-air situation could always be difficult for some who aren't fantastic at twitch based maneuvering like that.
I'll see what I can do to vary it a little bit though, and see what comes out of that.
Lastly on the note of the dialog, I really REALLY wished there where more lines for the wheatley section of Portal 2. Sadly Valve didn't record any extra lines that went unused but shipped anyways. So I did my best with what I could in that spot.
I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=JHSP1MXUISg
I noticed you copy pasta that exact same paragraph...
It looks like you played the old version though. Thanks for recording yourself playing!
Enigmaphase wrote:
Kinda ironic that this puzzle uses illogical physics to solve...

Wheatley congratulated me when I didn't actually solve the puzzle. I floated up the light bridge, hit the fizzler, then fell straight down again. Apparently Wheatley is too stupid to realise I hadn't actually solved the puzzle yet, because it still triggered his "completion" line.
I liked how the room formed itself in front of your eyes when you first entered the room. Very Wheatley-like.
On the note of forming the room, you can walk through part of the "railing" at the beginning, and it is also possible to get stuck under the ramp when it comes back down.
..Wow.
This is some serious competition. Just...wow. VERY nice enviorment, and incredible optimization - even on my "runs-on-a-car-engine-from-the-1970's-crappy" pc ran fairly well. The puzzle was a bit short, and I actually accidentally solved it
nevertheless, very nicely detailed and with so little lag I would not be dissapointed if this map won!
5/5, nice work! 
Alrighty I updated the map with some playerclip fixes, and other issues I've come into from feedback.
Whats new:
Fixed the solved dialog happening when you didn't actuall solve the puzzle
Added a panel to prevent people from thinking they have to actually solve something while wheatley is talking, should make the scene more focused now
Shortened the intro scene by JUST a little bit.
Did a little extra perf changes.
Really enjoyed this map, good use of Wheatley lines and post-wheatley take over style.
One word: WOW! It was a bit short but I appreciate the quality. After reading the forums I went back and tried the infinite fling thing - really liked it.
Great Visuals.
After having played the map, it is my impression that this is map, or was, part of a larger Portal 2 project, which I understand is within the contest rules. It seemed to be off to a good start, and I was thinking there would be more, but it ended once I reached the exit elevator. I was so surprised it ended, I used noclip to check the map to see if I had some how skipped doing something. I rarely ever use noclip for any reason, but I think I spent more time exploring the map using noclip than I did playing because the designed looked so cool. Hope this is used in a Portal 2 mappack in the future.
It may be a bit premature for me to say this is a problem with your map. If I turn my view to a certain angle with the Funnel in view it will make the Funnel hiccup(for lack of a better word). It is just a visual thing because I can reproduce the effect while riding in the funnel, but the ride is smooth. It is only at a very specific angle that this happens though... so maybe it happens in all maps with Funnels, but I never noticed before.
So aside from that the only problem is some of the white panels behind the exit elevator still show through the elevator in v2.5
I liked the puzzle but also felt it was a short map. The titular puzzle mechanic gave me a "wow!" moment when I pulled it off, but I also don't like that you used an accelerator to make it work, but then, I guess it wouldn't work without that. Oh well, I didn't like some of the similar things that Valve did in P2 too.
Great visuals, and I liked having Wheatley in there, though I missed being able to smash his screen.
Great work! You gotta stand firm on the "quality over quantity" colloquialism if you want to get past how short it is, but I don't hold it against anyone to spend as much time as possible on the immersion factor. I really believed that wheatley was running things in this chamber, and although the spoken lines you used are a bit mainstream now, they nevertheless added to the experience. They're just generic enough to be used in as many maps as possible and not get old. Also I don't even want to try to imagine the scripting nightmare of your opening sequence. Well done. My biggest criticism is how disappointingly short it was. But with the work you put into other areas (not to mention only two weeks to do it) I fully appreciate this map for what it is.
I found one glitch. I accidentally sucked the cube into the orange funnel, and it got stuck behind the funnel emitter. I had to noclip to get it out. I would put a fizzler there or turn on the models collision if you can, or just put a clip brush over it.
I didnt like the first part of the puzzle-
the redirecting paint- because you couldnt see it all. In the main puzzle in Portal 2 where you send paint through several portals in a beam, you can see the entire puzzle from the button. In this you have to do a lot of turning and craning your neck- is all the paint through one portal? Quick, turn round and shoot the other one, then turn around again and get on the button! Just moving the button across the ramp to the other side would help, since you could see all the puzzle from it.
The large amount of paint needed, and small beam length complicate the timing of this. This was also complicated by the large-ish portalable surface- i ended up with a wonky path that didnt get me into the beam because of quick aiming. An info_placement_helper is needed, or the radius needs tweaking.
With all due respect to everybody who's posted so far (with the exception of Idolon and Engimaphase), how is it that anybody likes this puzzle? Sure, it looks good, but the puzzle literally makes no sense. Would everybody here have liked this map if it showed you a giant red door with a picture of a giant red padlock on it, but then the "solution" was to use a green key on it? Portal is, in essence, a physics puzzle game. This puzzle has absolutely zero basis in physics and with no indication that the physics are going to be different, the only way that you can "solve" this puzzle is by accident. This is terrible, terrible game and level design.
JackSafari wrote:
Great Visuals.After having played the map, it is my impression that this is map, or was, part of a larger Portal 2 project, which I understand is within the contest rules. It seemed to be off to a good start, and I was thinking there would be more, but it ended once I reached the exit elevator. I was so surprised it ended, I used noclip to check the map to see if I had some how skipped doing something. I rarely ever use noclip for any reason, but I think I spent more time exploring the map using noclip than I did playing because the designed looked so cool. Hope this is used in a Portal 2 mappack in the future.
You hit the nail right on the head.
rossman231 wrote:
With all due respect to everybody who's posted so far (with the exception of Idolon and Engimaphase), how is it that anybody likes this puzzle? Sure, it looks good, but the puzzle literally makes no sense. Would everybody here have liked this map if it showed you a giant red door with a picture of a giant red padlock on it, but then the "solution" was to use a green key on it? Portal is, in essence, a physics puzzle game. This puzzle has absolutely zero basis in physics and with no indication that the physics are going to be different, the only way that you can "solve" this puzzle is by accident. This is terrible, terrible game and level design.
Uh what? Accidental puzzle solution? I don't really see where the physics basis totally comes into the picture though. If you're talking about the Infinifling I agree that is kinda funky. I should have more or less made the fling panels completely symmetrical in distances from each other based per the middle gap panel, versus the odd length currently between them.
That definitely is something I didn't notice until way later on I wish I could have redid, but with the time limit imposed I went with it. Infinifling is actually not the first map I've made with the Infinifling mechanic though. I have an actual puzzle as part of a planed map pack (which this was also going to be in) that's completely symmetrical and ends up having a fairly believable fling to it.
But regardless of that I am glad you enjoyed it thoroughly.
MrTwoVideoCards wrote:
Uh what? Accidental puzzle solution? I don't really see where the physics basis totally comes into the picture though. If you're talking about the Infinifling I agree that is kinda funky. I should have more or less made the fling panels completely symmetrical in distances from each other based per the middle gap panel, versus the odd length currently between them.That definitely is something I didn't notice until way later on I wish I could have redid, but with the time limit imposed I went with it. Infinifling is actually not the first map I've made with the Infinifling mechanic though. I have an actual puzzle as part of a planed map pack (which this was also going to be in) that's completely symmetrical and ends up having a fairly believable fling to it.
But regardless of that I am glad you enjoyed it thoroughly.
I think you completely misunderstand how infinite flings work to generate velocity. The reason the standard "infinifling" works is because you are constantly falling, which is supported by the porals being at two different heights. Because the two angled platforms are at the exact same height, you have the exact same speed going into it that you do going out, and therefore you would never gain any height. It doesn't matter how many times you go through the angled platforms, as adding zero velocity over and over again still nets you zero velocity. In fact, this puzzle is EASILY doable without any sort of "infinifling" -- you shoot your orange portal on middle area to put a funnel there and raise yourself up, shoot your blue portal at either angled platform which causes you to fall through your orange. Then, in mid-air you shoot your blue portal at the other angled platform and when you come out of the orange portal, you magically have significantly more velocity than you started with.
The reason this puzzle works has nothing to do with physics or infinite flinging or anything, but rather that you have trigger_catapults on both angled platforms that give you the necessary velocity to make it to the other platform. That's the only part of this puzzle the allows it to work, and is incredibly unintuitive-- even if you know that there are trigger_catapaults on the angled platforms, there's absolutely no way to tell whether they will gain you any velocity or not, and I don't think I need to convince you that requiring knowing how trigger_catapults work should never be required to solve any puzzle.
Actually, the panels are at slightly different heights (height difference of two tiles, I think), but the point still stands. You could/should have made one panel lower than the other, meaning that a fling across would actually generate some velocity from the fling (I used the solution listed in rossman231's spoiler).
Idolon wrote:
Actually, the panels are at slightly different heights (height difference of two tiles, I think), but the point still stands. You could/should have made one panel lower than the other, meaning that a fling across would actually generate some velocity from the fling (I used the solution listed in rossman231's spoiler).
Ah, I've double checked and you're right, there is a difference, but it's very slight (64 unit difference in height) and over quite a long distance, so it's very difficult to notice. I little spent a while in-game trying to decide whether they were the same height and ended up thinking they were. But since you can do the solution using either platform as a starting point, the height difference isn't what's solving the puzzle. As Idolon pointed out, there's no reason why the two platforms couldn't have been at obviously different heights and made this puzzle much more "figuring out" and much less "try stuff until you get it right."
rossman231 wrote:
Idolon wrote:Actually, the panels are at slightly different heights (height difference of two tiles, I think), but the point still stands. You could/should have made one panel lower than the other, meaning that a fling across would actually generate some velocity from the fling (I used the solution listed in rossman231's spoiler).
Ah, I've double checked and you're right, there is a difference, but it's very slight (64 unit difference in height) and over quite a long distance, so it's very difficult to notice. I little spent a while in-game trying to decide whether they were the same height and ended up thinking they were. But since you can do the solution using either platform as a starting point, the height difference isn't what's solving the puzzle. As Idolon pointed out, there's no reason why the two platforms couldn't have been at obviously different heights and made this puzzle much more "figuring out" and much less "try stuff until you get it right."
If you have different heights, and let physics do its thing, you should fly farther back each time--the problem with angled infinifling...I don't think that would make the puzzle any more "figuring out." (If the height difference were significant enough and you dropped yourself very near the fizzler--or let it drop you and have one more portal to place--it would only be two flings...that is, you'd place BLUE on the angled one, fall into ORANGE, and place BLUE on the lower angled one...that doesn't seem like the infinifling that's suggested in the title.)
Anyways, I agree with those who have a problem with skirting physics in a physics-based game, but the ANGLEd infinifling is the problem here (for the map-maker).
A possible solution could be something like: (1)animated panel moving back each time you complete a fling...
or possibly: (2)multiple panels
or just: (3)a strip of portalable surface...
Aside from this issue, it is more than clear that a lot of time went into the "immersion" and aesthetics, so I commend you for that. It's not easy work.
NeemaE wrote:
If you have different heights, and let physics do its thing, you should fly farther back each time--the problem with angled infinifling...I don't think that would make the puzzle any more "figuring out." (If the height difference were significant enough and you dropped yourself very near the fizzler--or let it drop you and have one more portal to place--it would only be two flings...that is, you'd place BLUE on the angled one, fall into ORANGE, and place BLUE on the lower angled one...that doesn't seem like the infinifling that's suggested in the title.)Anyways, I agree with those who have a problem with skirting physics in a physics-based game, but the ANGLEd infinifling is the problem here (for the map-maker).
This is a very good point, no infinifling that attempts to gain velocity is going to be possible on anything but a purely vertical situation. Although a significant height difference wouldn't allow for infinifling, it would allow the "solution" I used to solve the "puzzle" (in spoiler tags above), which is the essence of the puzzle (gaining velocity from flinging to a different height).
NeemaE wrote:
A possible solution could be something like: (1)animated panel moving back each time you complete a fling...
or possibly: (2)multiple panels
or just: (3)a strip of portalable surface...
I don't think any of these allow infiniflings any better, but maybe I misunderstand.
NeemaE wrote:
Aside from this issue, it is more than clear that a lot of time went into the "immersion" and aesthetics, so I commend you for that. It's not easy work.
This seems to be the reason why everybody likes this map. But in my opinion the point of Portal is the puzzles (just like the point of, say, Starcraft is the strategy). As soon as it becomes ok for people to spend the majority of their effort on aesthetics and let the puzzle elements fall by the wayside, we're stuck in a world of meaningless and unfun, but pretty maps.
The angled panels are at exactly the same height. Open up the vmf and take a peek to be sure.
Anyways on the larger structure of the infinfling, I think arguing it's ability to exist in theoretical physics is going to eventually lead to comparisons made on other mechanics and oddities contained within Portal 2 and the previous. Special Olympics.
Anyways with the infinfling, I think arguing about the fundamental physics is really a waste of time. I mean I could go in and totally correct the situation but it's not something I plan to do at the stage the map is obviously. With the Infinifling mechanic one thing I can say is that it more or less technically possible if both angled panels are at a specific closer distance, and aren't angled at 45 degrees.
As you stated ross; the obvious issue is the actual trigger_catapult that's there.
The Panels would have to be angled at 20 degrees or so to achieve an arc with enough momentum created at the apex of the arcs height. Thus when you fall, you distribute the same speed over and over again, creating an infinite loop. Obviously the science comes down to how much momentum and air drag you encounter, but for fucks sakes, this really could go on. Like it really doesn't need to get that technical.
For any next installments in the Infinifling series I am likely going to alter panel height and angle like previously adjusted, so that way even Carl Sagan will approve. I'll be sure to also get Neil Degrasse Tyson to test my maps, just for extra measure.
@NeemaE
That's an interesting idea. However i think the constant visual changes while flinging in mid air like that will be confusing. Part of the reason the actual fling itself isn't physically correct is partly for it's ease of use. I really wanted to avoid any type of complexity behind the actual fling when in mid air. I'll look into doing other things though, and evaluating what could be cooler/funner/easier in the longrun. One of the great things about releasing Infinifling is that it's honestly me taking advantage of it being out in the public. This is something I got a chance to do partly because I never intended to actually release an Infinifling based map outside of a planned map pack.
Physics in the real world aside, I'm able to receive feedback on the actual gameplay understanding and readability of the actual mechanic, as well as gauge the difficulty of it for players of all types. I bring this up because it plays a major role with how I'm going to approach doing more of this mechanic in the future and why I choose it for this contest (out of the many I had made already) regardless of it's odd/not Carl Sagan approved solution.
The immersion in this map is incredible, though it seems to go on for a bit long at the beginning. I like all the things you did, and I understand that you want to hold the player's attention for a while, but at the same time it would be nice if I could start solving the puzzle. Still, you've done such a good job with the dialogue and animations that I wouldn't suggest you compromise them so that the player can get on with the puzzle. But maybe something could be worked out so that the player can get moving a little earlier.
I agree with what people have been saying about the physics. If you made one platform lower, then it would be solvable without the assistance of the game. Long flings are fun, and so I wouldn't change the solution at all. Honestly, it would be a very small change and it would fix a huge immersion problem.
Like others, I was surprised that the level ended so quickly. The quality of the aesthetics and dialogue integration was so high that it gave me the impression of a grand production. You say you are working on more puzzles, so I hope you add to this. I think you could do a lot more with the fling/multi-fling mechanics.
Loved it. Beautiful.
Only real complaints I have are that it was short, and wasn't very hard. Challenging, and fun, sure. But it all seemed intuitive enough to be easy :">
anthony.j.deschamps wrote:
The immersion in this map is incredible, though it seems to go on for a bit long at the beginning. I like all the things you did, and I understand that you want to hold the player's attention for a while, but at the same time it would be nice if I could start solving the puzzle. Still, you've done such a good job with the dialogue and animations that I wouldn't suggest you compromise them so that the player can get on with the puzzle. But maybe something could be worked out so that the player can get moving a little earlier.I agree with what people have been saying about the physics. If you made one platform lower, then it would be solvable without the assistance of the game. Long flings are fun, and so I wouldn't change the solution at all. Honestly, it would be a very small change and it would fix a huge immersion problem.
Like others, I was surprised that the level ended so quickly. The quality of the aesthetics and dialogue integration was so high that it gave me the impression of a grand production. You say you are working on more puzzles, so I hope you add to this. I think you could do a lot more with the fling/multi-fling mechanics.
I sure will anthony, thanks for the feedback!
I find it funny that people are arguing the validity of flinging through the air into worm holes in a video game. Honestly, if you are just playing the game, you wouldn't (read: shouldn't) even notice it not being "possible." I solved it the first try, and didn't even realize you could "infini'fling." But even so, the fact that he "cheats it" to make it work doesn't really matter as much if you realize Valve did this like a million times through P2 SP campaign. So, considering this was supposed to be a map contest to make maps that followed the "Valve Theme," I'd say him cheating the "system" was spot on 
The only bad thing about this map is the title being a spoiler to the best part of the puzzle.
well its a map its not suppose to break the game. i have myself modded. still i am gonna tell you what happened.
Me and my brother downloaded this.
Istalled it.
Started the poral 2. enterd coopmode
i invitied him.
opened console loaded map.
loading screen comes.
errors 2
1: loading stops and says other player disconnected, even if he did not, the game did.
2:we chat in the steam voice chat. it started saying that the microphone is used by game. ( it is disactivated in the prtal 2 settings.)
we can no longer play portal 2 in coop.
we get the same problems.
i dont know if this is caused by this map.
but it kinda sucks really bad. portal 2 is like dead.
we have trid to do veryfy file integrity a couple of times, and its one file that gets corrupted.
but neverthenless there is nothing we can do. Portal 2 is broke now.
Not only did the singleplayer map not load in coop, but it broke Portal 2 forever.
is more like it.
I think it's an very well made map. I love wheatley and the map being built when you get there. I was disappointed that it ended so soon though, but still great!
First off: Yes, I'm a n00b. I came here via the contest winner announcement on the official website, and I can't get this to work. The first- and third-place were .zip files that expanded into a folder that included the .bsp file; this one doesn't seem to have an extension, and doesn't work if I give it a .bsp or .zip extension. So, how do I get it to run?
The map was short, but OH MY! That much detail!
I am pretty sure you deserve the grand prize!
Congratulations. Also, epic scene!
Excellent big atmosphere chamber. The puzzle and execution were easy to medium and good fun. Thanks for creating.
When I first saw that this map won, I admit my first reaction was "Why that one?" But then I remembered: it's the scene and atmosphere. It truly feels like a Wheatley chamber. With the addition of some new Wheatley dialog (since contest restrictions only allowed you to use what was there), this could be dropped anywhere into chapter 8 and it would fit in pretty much seamlessly. The brevity of the puzzle further enhances this, as it feels like one chamber in a sequence of many.
Well done, and congratulations!
The floor fall-away was my favorite part.
this map does not seem to work with me, none of the panels at the start open, the console keeps telling me that
Scene 'scenes\npc\sphere03\bw_a4_paradox10.vcd' missing!
Any ideas.. on whats causing the problem
NunamedDragon wrote:
this map does not seem to work with me, none of the panels at the start open, the console keeps telling me that
Scene 'scenes\npc\sphere03\bw_a4_paradox10.vcd' missing!
Something is likely wrong with your scenes.image file. If you've been trying out custom VCDs and have rebuilt scenes.image with only custom VCDs in the scenes directory, scenes.image will no longer contain the indices for the original, Valve-made VCDs used in the official levels. If you haven't been trying out custom VCDs, perhaps your scenes.image file was corrupted or overwritten some other way.
You might try extracting the scenes folder from pak01_dir.vpk, placing its contents in the Portal 2 scenes folder on disk, then running Face Poser and rebuilding scenes.image. However, before trying that, perhaps run one of the official Portal 2 levels to see if the VCDs run properly in their original context.
Hey there.
First of all: I really love the design of the map. All looks great and lighting is awesome.
The enviroment sounds and music are matching the atmosphere very well.
The Panel movement is looking great and is well done.
But the puzzle and the map itself is too short to enjoy it.
So I would say:
design: 5/5
enviroment: 5/5
fun: 3/5 (flinging was well done)
difficulty: 2/5
I know how much time it takes to create big maps with many puzzles, so I can really understand
why this map is so short. But you should try to take your time and make longer maps.
Regards
PortalCombat
40 seconds....that's awesome...please say you had completed it before and that was a speed run? xD Otherwise that makes our attempt looks extremely pitiful 
Both me and my usual partner in science played this map as a competition between one another to see who could complete it first and we thought that first of all the beginning with Wheatley is awesome and the map in general although short was really well made and made good use of quite a few portal dynamics. We had fun which is the key 
To watch us being clinically retarded, check out the video below:
Na8eWUl0O14
coopcrowd wrote:
40 seconds....that's awesome...please say you had completed it before and that was a speed run? xD Otherwise that makes our attempt looks extremely pitifulBoth me and my usual partner in science played this map as a competition between one another to see who could complete it first and we thought that first of all the beginning with Wheatley is awesome and the map in general although short was really well made and made good use of quite a few portal dynamics. We had fun which is the key
To watch us being clinically retarded, check out the video below:
Na8eWUl0O14
40 seconds speedran, defo not 1st playthrough. I had it recorded but never uploaded...
Well done
for a very short map. I liked the look and sound of it.
I agree with Ratboy about the placement of the button. It made the first part of the puzzle a chore. If it were on the other side of the ramp, I would have liked it better.
The "impossible physics" of the map didn't bother me a bit. I have poor gaming skills, and I appreciated the fact that you had infinite tries to place portals without starting over.
Let others grouse about how easy or improbable it is. It is a simple concept, well executed, and fun. The only thing this map lacks is two or three more chambers just like it.
Cool map, challenging enough. This is what Wheatley's Test #1 could have been. This version is less humorous though.
Infinifling Portal 2 Custom Map
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ryo786 wrote:
I need help! my computer says it cannot open the file. any tips?
You need this software to open it.
edit
I didn't read all the posts.
Cool map, I liked. Kind of short but nice.
I read some posts though and I saw coopcrowd and his friend play-through. Kind of a funny situation there in the beggining. You guys were both in a hurry but you didn't know you have to wait for the Wealthy speech. 
Great map, the fact that the entire puzzle was hidden until you were finished with the dialogue was a great edition. The puzzle was something I found very innovative, and I've never seen a map where the funnel was started reversed at the start. The use of the destroyed elevators in the a4 theme was interesting, and the simple aspect that you couldn't find a portalable surface at the beginning was tricky, and the only thing that I can negatively say about this map is that you can jump directly to the middle. Here's my speedrun. Please post this on the workshop so I can have others play it.
Sorry no youtube thing, mobile is real laggy and stupid
http://m.youtube.com/index?desktop_uri= ... 4uVtaL0Muw

Infinifling pits the player directly into a chamber filled with redirections (we had to have some) and mechanics built on prevailing mid-air portaling techniques, though with less difficulty and more fun.



File Name: sp_geardev_infiniflingV2.5.7z
File Size: 6.62?MiB
[SP] Infinifling V2.5