[SP] Logic Gravitational
Three rooms to play in sequence to get 3 cubes needed to solve the final puzzle with laser.
Update:
1. Added a platform to support the player in front of the exit door.
2. Automatic savegame after completing puzzles in the room 1 and 2



I probably did the final fling (the one to the exit door) about 2 dozen times before I didn't bounce off the closed door. You should either add a brush that the player can stand on in front of the door or use a trigger_catapult on the angled platform with a set threshold (to make sure they are jumping from high enough) and then adjust their velocity. This was horribly annoying.
Also, getting insta-gibed by turrets is never fun.
I had to fizzle the CC as a means to get it to the 2nd room - is this the intended solution? Seems odd that you would kill the CC. If this is on purpose then you should change the cube type.
Visuals are polished, if not a little plain. The little marks on the walls in the laser room made the laser puzzles stupid-easy. Not sure why you put them there.
Seriously - fix the last fling. If the game didn't have quick save/quick load, I would have given up. Give the player more than the lip of the door to stand on.
Puzzle was great, just add a little platform in front of the last door. Or are we expected to be able to shoot those 2 portals for laser during the fling? If so, add some placement helpers please.
Thanks for having tested the map and for the comments.
I wanted to make a map is not too difficult to play but requires a bit of logical reasoning.
Soon I will publish a new version with savegame that is triggered when the 2 cubes are in the room 3 and with panels under the exit door.
Sorry for my english and thanks again for the suggestions.
@Shakky
Interesting and brilliant as you brought out the cubes from rooms 1 and 2.
I had not expected and there are other ways to get out without destroying the companion cube.
(soon my video solution).
Thanks for playing, for the comment and for the video. ![]()
Sleter wrote:
The video of the solution provided:
The main difference between your run and my run is that I don't use the same methods to get the CC onto the buttons that are in the alcoves. I just place a portal up high beside the alcove, walk through it and land in the alcove. You don't even have to jump.
Nothing too crazy, but enough to keep me interested while figuring out each little section
Edit:
Just realised my solution is really quite different - figured I'd post it 
Extraordinary mastery of more advanced techniques of the game.
It was expected that the puzzle could be resolved in different ways, leaving the player more freedom of action.
I did not foresee that in the chamber 2 could be resolved without using the laser_relay and then without disable Fizzler.
Splendid performance!
Thanks for playing and thanks for the video. ![]()

You can do a mini throw on the first button for example, and the second throw\ double fling bit was me just chancing it!
I always thought that this couldn't be the intended way but never found another one.
I had much fun! Each chamber had its own funny mechanical. I liked much that into each puzzle the key was to set all up and then make use of the portals to go somewhere else (as in dot3) or get to the floor_button (in dot2) to substitute the cube.
Was so nice to play!
Waiting for more maps from you mate!
Thanks for your answer !
I follow this community and this forum from some time, and this map is the result of the suggestions and the evaluations that the community members have given.
I could say that, in a way, together we made this map.
I'm glad you enjoyed and that you have found it funny. This makes me want to study Hammer Authoring Tools more in detail to make more maps better and better.
Again thanks to all to the Portal Community ![]()
Remarks on my solution
||Puzzle 1: I got the cube back into the main room by sniping the floor tile - it was a tight squeeze and didn't feel 100% right - not sure if that was intended. The puzzle is very unforgiving if you don't realise you have to hit the faith plate to get into room 2, and just walk through the portal. That would force you to redo all of the first puzzle again.
Puzzle 2: I pulled out the reflecto-cube into the main room via portals. The other cube was stuck, so I just redid puzzle 1 to get the first cube back into the main room. Not sure if I missed a neater way to bring both cubes into the main room at once.
Puzzle 3: I had to throw the cube to get it onto the button embedded in the wall. I was confused by the light bridge sign near the turrets; I just redirected the laser via portals and used the reflecto-cube to burn them. Thank goodness for the laser puzzle 'hints' in the wall - it'd be unbearable without them.||
A solid map. I think my only complaint is that some of the flings are quite tricky. Either way, thanks for mapping.