Suspension
by satchmo · Uploaded Jun 22, 2011
File Size: 7.37 MB
Downloads: 1533
Rating: (14 votes)
Description
A series of challenging puzzles that provide brand new ways of using the Portal 2 elements. If you can solve this puzzle in less than ten minutes, consider yourself a genius. If you cannot solve the puzzles, here is a video playthrough. Of course, it has spoiler for the puzzles. WsTbsKLXmyI
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This looks like Suspended 3.0
Anyway, improved on all fronts: especially the turrets part is more accessible, playable with. Nice Clean style, lenght and difficulty is the range of a modest 2-parter: some will still dislike the super damage turrets though. But what was daliesque about it?
The stealth approach is also much more possible, with lodges to hide behind and easy access to the 2nd room button and cube through lightbridges.
A no-kill run would be possible if the fizzler in the antechamber to the 2nd room deactivated when the door is shut.
Quote:
But what was daliesque about it?
The suspended cubes that the turrets rest on are Daliesque (and hence the name of the map). 
Thanks for giving me feedback along the way to help me improve the level design.
The big room seemed a very hard puzzle; the solution was apparent, however the execution with a turret (sorry no spoiler) could be difficult and you only had a couple tries before getting stuck and restarting. An excellent map...Thanks for creating.
quatrus wrote:
The big room seemed a very hard puzzle; the solution was apparent, however the execution with a turret (sorry no spoiler) could be difficult and you only had a couple tries before getting stuck and restarting. An excellent map...Thanks for creating.
If you are having difficulty executing the plan, you are probably doing it the hard way.
Check out the video below to ascertain the easy way solving the puzzle. Of course, the video contains spoilers for the puzzle.
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Why are the elevator rooms destroyed when everything else is clean?
A portal can be placed on the laser field itself instead of the white wall behind it. The player still dies going through it but he won't see the lasers through the portals.
The laser receptacles don't turn orange when they are hit by a laser.
Is it on purpose that you use "dirty" 2x1 white panels? The repeating Post-It/Wite-Out pattern doesn't look right.
Another nitpick, the raising platform in the first room would be better without the arches. They block the way and having to jump over guide rails isn't natural (whatever "natural" means in the Portal world :p)
The middle room feels out of place. If you were using a broken environment, one could think that it's a broken puzzle. But as-is, it serves no purpose that I can see.
And, nitpick, it's a quarter of a unit to high (fizzler field fit compared to the posts, wall texture clipping)
Addendum: the door to the 2nd room in its antechamber needs a fizzler: while not something many would do, it is still possible to get stuck if you portal back there afterwards. I noticed while trying to bring the cube into the 2nd room.
xdiesp wrote:
Addendum: the door to the 2nd room in its antechamber needs a fizzler: while not something many would do, it is still possible to get stuck if you portal back there afterwards. I noticed while trying to bring the cube into the 2nd room.
You mean bringing the reflecto cube into the antechamber? How is that possible to obtain the reflecto cube without using both portals in the last room? You must be really smart to figure out how to do that.
satchmo wrote:
You mean bringing the reflecto cube into the antechamber?
The stuck scenario was: shoot a blue portal in the antechamber; enter the 2nd room, door closes; shoot an orange portal and go back to the antechamber; shoot an orange portal in theere, door won't open.
About the cube, I meant the one in the first one. It's not possible yet: at most you can have portals in room 1, and in the antechamber (but behind the fizzler). I tried because I wanted to not kill turrets.
Version 1.2 just released.
All the known bugs and glitches were fixed.
I also beautified the transition antechamber, making it more interesting to explore.
I did not change the model for the lift because the alternative models are not as aesthetically pleasing. I also kept the existing arrival and departure elevator instances.
wow using turrets as cubes very clever lol
Spoiler added. Use more discretion next time, eh? -Hober
Can the forum administrator please spoiler out the above comment? Thanks.
[EDIT]: Thank you for adding the spoiler tag.
Version 1.3 released on 6/24/2011. The final puzzle is made a bit more challenging, and there are some minor cosmetic improvements.
Enjoy, and good luck.
I've gotten some feedback from ebola (the level designer who won the competition), and I just released version 1.4 of the map. The gameplay should be improved.
Hi Satchmo:
Really nice map. 2 chambers really well-built in the clean style and good puzzles. First room is easy and second one could also be as I'm not so sure of having completed this room in the intended way. Please check attached image: (sorry I don't know how to upload an image as spoiler)
Yep, that's the intended solution.
But when I looked more closely, I see a weighted cube on the floor of the final chamber.
How is that possible without cheats? The emancipation grid in the transition chamber should have destroyed the cube if you tried to bring it from the first chamber.
Satchmo, I didn't find any emancipation grid. I just took the cube from previous chamber and had it with me just in cases. Did I maybe play to a previous release to the latest one (v1.4)? I don't really know...
BTW I NEVER CHEAT
Sorry, I wasn't accusing you of cheating. You must have played an earlier version of the map.
Satchmo, I may be missing something, but is it correct that in the 2nd room, because I have exploded all the turrets and have none now I can't get the cube? I don't see any solution to getting through that grid....
Deja vu. I've played both parts of this map before, but separately. I'm still not a fan of super-deadly turrets; I think they're a crutch. But both puzzles were alright, and the rooms looked carefully constructed, if a bit too dark. 4/5 from me.
A series of challenging puzzles that provide brand new ways of using the Portal 2 elements.
If you can solve this puzzle in less than ten minutes, consider yourself a genius.
If you cannot solve the puzzles, here is a video playthrough. Of course, it has spoiler for the puzzles.
WsTbsKLXmyI
File Name: sp_suspension.zip
File Size: 7.37 MiB
Click here to download Suspension