Portal 2

Portal 2

Not enough ratings
return of garbaig: mono mayhem
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
39.353 MB
29 Nov, 2023 @ 6:27pm
1 Change Note ( view )

Subscribe to download
return of garbaig: mono mayhem

Description
MADE BY IDRACOOS(tm)

WARNING: THIS MAP IS BROKEN
I couldn't fix it in time for the end of the contest : (
I still want some of you to be able to experience the puzzle, at least somewhat, so I will write what I want to prevent:
basically, for the end, you need to respawn the cube from the exit, and you can drop a cube into the goo from the upper area (you'll see what I mean). Pretend it takes quite a while to walk to the exit after dropping the cube in the goo, so respawning the cube by simply dropping it in the goo will not give enough time. You need some other way to respawn the cube that adds a much bigger delay... hm.

Also, before I continue, I want to dedicate this map to masalt. I am unable to publicize maps, so masalt was generous enough to publish it for me! If it weren't for masalt, you wouldn't be able to see this map or any of my maps in my miniscule workshop. Thanks : D

well... where do I begin.

this map was made for mike+pmam's "mono mayhem" competition. Is it good? I have literally no clue... but you be the judge.

an egregious portal shot from the very side of the portal surface is unintended and no I will not prevent it, you know as much as I do how dumb it is.

some timing is required. Is it tight? No... mostly.

There is a fling that is supposed to be easy but is difficult for a really dumb reason... (didn't have time to improve that either)

if you happen to get yourself into a softlock/trapping situation, there is an elaborate return path: press labeled button. I know, crazy.

both the cubes autorespawn

Execution difficulty is not in any way necessary in this map.

(P.S. this map is not easy.... -masalt)

Author's notes (you can read after playing. It's part revealing-the-solution and part design process):

-Quick history: The original basis of this map was created when me and masalt were participating in a 30-minute competition, to which it was revealed how bad I am at mapping under time constraints : D. The map was bad, but it was the beginning of an idea: what if you could only enter a portal surface by flinging?

-I continued to develop a chamber and ended up with an interesting logical setup with an interesting solution: you needed the portal to not be on the surface you have to enter so you don't fling into it, but you have to put the portal back while being at the bottom in order to enter it, allowing you to stand at a ledge without falling. And how do you do this? Simple: push a cube into the goo with the other cube, respawning it with just enough time for you to stand still at the bottom.

-The map was originally a dual portal no elements map in my head, but I later realized that the setup could only work with monoportals, and when Mike's competition was revealed to be "mono mayhem," I thought it was the perfect opportunity to develop the idea.

-And then came the process itself..... At first the process was very smooth. I made it so that the entire sequence I spoke of above was necessary just to allow portal management of a single surface. This surface, sadly, is single use. At one point in the process, I was trying to figure out a way to have a second use, but it was in vain.

-However, this led to an entire sequence utilizing a lightbridge! What emerged was some fun interplay using the lightbridge area and other parts of the map: fling into the lightbridge portal and out of the portal surface you maintained! Then use the high wall surface to walk on over to the room where the second cube respawns and fling into the floor surface. Unlike the surface I talked about above, I was able to add reuses of the lightbridge in the first part(s) of the map, so that was at least partially a win.

-Now that you have the surface under the second cube dropper (the companion cube dropper), you can respawn the second cube to fling it into your portal, giving it enough momentum to push the first cube (the normal cube) of the button and into the goo, respawning it! You can now retrieve the first cube! Now, you can do even more shenanigans with the lightbrigde and the fling areas to retrieve the second cube and eventually have the right setup for the exit condition... except not so much

-I didn't realize until too late that I can't respawn the normal cube from above without losing my portal in the other area (the place of the second cube dropper). Now there's nothing to differentiate this puzzle state! For some reason this obvious obstacle was invisible to me for a while, and thanks to it I could not add more reuses of the lightbridge like I hoped. I had to settle for a more "boring" ending condition of just grabbing the cube as it drops and climbing to the exit.

-There were other barriers on the way to submitting. I was trying to add more reuses to everything in the beginning of the map (for instance, the portal surface that I talked about).
For one, the move that spawns the second cube for the first time requires you to utilize the lightbridge to hold the first cube above the hole (with the autoportal at the bottom) so you can fling it from another area. Yet this stage came with many annoyances.
For instance, I used to have the default autoportal behind the button where the first cube spawns, but this allowed you to skip the first major sequence of the map by just leaving the cube over the lightbridge, moving the portal, and dropping it into the goo, respawning the cube onto the autoportal button (and allowing you to go through the autoportal without momentum, as I mentioned).
Another move (I thought) I added was yet another reuse of the lightbridge in the beginning, this time making use, or rather reuse, of the button which activates the autoportal under the lightbridge. However, it can be skipped by just throwing the cube into the goo from the lower area and respawn it over the button. I did not have time to fix this part, which for some reason is something I overlooked for a while (I make mistakes like that a lot D :). I'll riddle you this: imagine that the edge of the lower area next to the goo drops down, so you cannot drop the cube into the goo and walk back.


-Oh... and then the worst part comes...
Submitting this map was a literal nightmare. I had only half of thanksgiving break to submit my map. I spent those days stressing and rushing to get a finished map. I stayed well into the middle of the night one day finishing the map, and even then, there was cheese. As I mentioned at the very top of the description, I needed to rely on masalt to publish the map, but only they could access the published version, so I had to tell them to make the edits I wanted and submit. But then there was more cheese, and I had to annoy masalt again, and then the contest was about to end, and then I had no time to work on the map, and then adkjfsdkfj;sd submitted.

-So yeah...that was my map in a nutshell. To be honest, it's a bit of a mess. Stuff isn't reused as much as it should, or could. There's also cheese, not to mention an annoying fling in the second half of the solution that probably could have been improved if I had more time to submit (tip: it helps if you fall into the portal facing sideways... if you played it already, you'll probably know why). But hey, better to try than not, right? Hopefully, despite many points of improvement, you can appreciate the puzzle and the ideas it contains. Perhaps it could be improved in the future, who knows?

Thanks for coming to my TED talk. Seeya in the future.
6 Comments
skosh 2 May, 2024 @ 6:59am 
Fun map. I obviously missed something since I never used the red cube socket. But I really liked the end move... https://youtu.be/1BlLBNN68zw .
idracoos  [author] 2 Dec, 2023 @ 12:49pm 
yess :steamhappy:
masaltzero  [author] 2 Dec, 2023 @ 12:49pm 
stress :steamhappy:
idracoos  [author] 1 Dec, 2023 @ 5:17pm 
NLuziaf that is unintended (which is why you experienced a "lack of reuse"). I don't even know how you did that... I tested that route and made it so that it didn't work.
NLuziaf 29 Nov, 2023 @ 11:59pm 
Why's everything single used? Also the end, which is wiggling your light bridge to make the cube fall , is a good idea.
IrizWav 29 Nov, 2023 @ 11:24pm 
i brute forced it for 2 hours on top of the cube where the cube spawns on top of the red button and jump fling up the companion cube where the exit is. if that isn't the intended solution idk what is it. 11/10 felt satisfactory :steamthumbsup: