Blue
by lavoie6453 · Uploaded May 21, 2011
File Size: 0.99 MB
Downloads: 1433
Rating: (18 votes)
Description
The map is very straightforward and focuses on strengthening your portal skills. It is intended for intermediate to advanced portalers. The techniques REQUIRED to solve the test chamber are "Cube Throwing" and "Self-fabricated momentum". Note: "Self-fabricated momentum" is a term that I just came up with. It may or may not be correct. How to perform "Self-fabricated momentum": 1. place both portals on a flat surface. 2. jump in one of the portals and begin looping. 3. at the exact moment that you enter the portal while looping, shoot the same colored portal as the one you are entering (This should give you some air if done correctly). 4. Continue repeating the previous step until you reach the desired altitude.
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Great map! The self-fabricated momentum was no problem but I think Aperture might be getting short on weighted storage cubes after my less-than-fabulous run through the cube-throwing sections..
the portal jumping part was nice
but i just hate cube throwing, thats not for advanced but for perfect player.
the self fabricated momentum thing is a bug, and I wouldn't be surprised if valve fixes it soon.
also it isn't clear that stepping on the second grill emancipates the cube, you may want to change that so that instead of walking on it emancipating the cube, you just can't walk on it, (IE: make the floor move to below some death-water)
hayuto wrote:
How do i throw this box? Isn't it too far? D:
I only learned how to throw a cube by testing this map lol. I can give some advice that may help.
- use a, s, w, d to walk/run in the direction that you want to throw (usually sidesteps work better).
- when you are ready to throw, use your mouse to rotate and press 'e' while in rotation to throw.
Tip: In the beginning you should be rotating slowly to get the timing right because if you are not in rotation when you press 'e' the cube will barely go anywhere. Also, jumping can help but requires even more practice because you have to think of 3 things to time perfectly (rotate, jump, release). If you plan on jumping though, you should release the cube as you are going up and not at the peek of your jump.
Note: If you jump to throw the cube, you can avoid the first part of the test (the momentum part)... Although it might be a lot easier just to do the momentum way lol
Quargos wrote:
the self fabricated momentum thing is a bug, and I wouldn't be surprised if valve fixes it soon.
also it isn't clear that stepping on the second grill emancipates the cube, you may want to change that so that instead of walking on it emancipating the cube, you just can't walk on it, (IE: make the floor move to below some death-water)
That is actually a great idea, it didn't occur to me at the time.. I am working on a second map that is less straightforward and doesn't involve the momentum stuff just in case valve does patch it up. At the moment my new map does feature a pit of toxic slime though and will probably only focus on cube manipulation since that is one thing that surely won't die. Thanks for the suggestion!
lavoie6453 wrote:
hayuto wrote:How do i throw this box? Isn't it too far? D:
I only learned how to throw a cube by testing this map lol. I can give some advice that may help.
- use a, s, w, d to walk/run in the direction that you want to throw (usually sidesteps work better).
- when you are ready to throw, use your mouse to rotate and press 'e' while in rotation to throw.
Tip: In the beginning you should be rotating slowly to get the timing right because if you are not in rotation when you press 'e' the cube will barely go anywhere. Also, jumping can help but requires even more practice because you have to think of 3 things to time perfectly (rotate, jump, release). If you plan on jumping though, you should release the cube as you are going up and not at the peek of your jump.
Note: If you jump to throw the cube, you can avoid the first part of the test (the momentum part)... Although it might be a lot easier just to do the momentum way lol
Wow this is so easy... me stupid [: I thought you can trow it from stand position, i rage quit, load map, rage quit load map. While moving it is simple 
Sorry, but making a map that requires you to use a glitch just turns me off. I never make use of the reportal glitch even thought I know how, and any good map should never require it. It was never intended to be in the game, and hopefully will be patched by Valve.
club wrote:
Sorry, but making a map that requires you to use a glitch just turns me off. I never make use of the reportal glitch even thought I know how, and any good map should never require it. It was never intended to be in the game, and hopefully will be patched by Valve.
I understand your concern, however this is not a thread about knocking people's maps. The description clearly mentions that some things are required to solve the test. If you do not like how it should be solved, download maps specific to your liking.
I'm a naysayer too and it's not knocking the map, it's the technique. Completing maps in Portal 2 are rarely hard to do, just figure out. In Portal 1 it was more about speed, technique and glitching, Portal 2 itself is more about being able to reason through the puzzles.
Maybe we need a different category of mapping, ones that use intelligence and logic puzzles and ones for which speed and technique required?
BenB wrote:
I'm a naysayer too and it's not knocking the map, it's the technique. Completing maps in Portal 2 are rarely hard to do, just figure out. In Portal 1 it was more about speed, technique and glitching, Portal 2 itself is more about being able to reason through the puzzles.Maybe we need a different category of mapping, ones that use intelligence and logic puzzles and ones for which speed and technique required?
I don't really think they should be categorized simply because some of the best maps you'll find out there have a certain degree of both worlds. I do agree with others that requiring the use of a glitch shouldn't be recommended for mappers. I also believe that cube throwing can add to the thrill of solving tests because it forces users to think outside the box and to be more creative. I'm at the hospital now... So boring lol
BenB wrote:
In Portal 1 it was more about speed, technique and glitching
Not if you aren't playing on the PS3, no glitches here. 
This map is unsolvable. It requires to use an exploit which got removed in an update. The only impossible point is to get the second cube though, so there's only one point where you have to noclip.
DDIRkTc-9c8
(Link: http://www.youtube.com/watch?v=DDIRkTc-9c8)
To any people that have downloaded the dlc, the reportal glitch is patched. Just use sv_portal_placement_never_fail (doesn't require cheats)
spongylover123 wrote:
To any people that have downloaded the dlc, the reportal glitch is patched. Just use sv_portal_placement_never_fail (doesn't require cheats)
Does that command reenable the exploit?
I still think you shouldn't make maps for this exploit though
No, doesn't work, some times if your not fast enough you just place a portal on the ceiling or on your own portal.
The term is reportaling and it was an exploit that has been fixed which means this test is now broken and should be removed.
And even if that wasn't the case, I agree, making your whole map based on exploits or things like cube throwing is cheap and something you do when you don't want to think of a real test. I know because that's what I did when I made mari0 levels. So you can consider it constructive criticism, knocking your map, a personal attack or whatever else you want but it is cheap and that's the truth.
Also:
spongylover123 wrote:
To any people that have downloaded the dlc, the reportal glitch is patched. Just use sv_portal_placement_never_fail (doesn't require cheats)
I don't think that does what you think it does.
The map is very straightforward and focuses on strengthening your portal skills. It is intended for intermediate to advanced portalers. The techniques REQUIRED to solve the test chamber are "Cube Throwing" and "Self-fabricated momentum".
Note: "Self-fabricated momentum" is a term that I just came up with. It may or may not be correct.
How to perform "Self-fabricated momentum":
1. place both portals on a flat surface.
2. jump in one of the portals and begin looping.
3. at the exact moment that you enter the portal while looping, shoot the same colored portal as the one you are entering (This should give you some air if done correctly).
4. Continue repeating the previous step until you reach the desired altitude.
File Name: blue.zip
File Size: 1010.6 KiB
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