Portal 2

Portal 2

222 ratings
The Concept Of God
   
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28.223 MB
17 Jan, 2017 @ 10:37am
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The Concept Of God

Description
Concept inspired by the game:
"The Room" by Fireproof Games

|---------------------------------------------|
| OFFICIAL WALKTROUGH [dai.ly] |
|---------------------------------------------|

LB Playthrough: https://www.youtube.com/watch?v=KrSJokz3UMM


Known BUG:
If you teleport between portals, you can be stuck (noclip), or cubes disapear (you can respawn them easily)



Soundtrack:
"Antartica" by Roberto Cacciapaglia
92 Comments
kwinten  [author] 8 Jul, 2023 @ 11:07am 
@FLAVIO678
Hello ! Well, if by ghost mode you mean noclip there is no way to do that. The metal blocks are difficult to handle because they are to small, and the portalgun is not designed for this.
Thank you for your feedback :)
FLAVIO678 21 Jun, 2023 @ 9:30am 
I really liked it, but it would be easier to be like in ghost mode instead of of walking on invisible plattforms. Ghost mode would also make it less frustrating to handle the blocks of metal at the last part.....
But I know it must have taken a lot of effort to make the God mode work, so I really appreciate it anyway. Thank you!
Melody 27 Sep, 2022 @ 11:52am 
A little directionless at times
jp 18 Jan, 2021 @ 1:33pm 
Excellent concept ! :steamthumbsup:
_galaxy 12 Jul, 2019 @ 6:43pm 
Sorry for the late reply, daily motion takes quite a time to buffer!

Jesus I forgot about the gel dropper lmao I had to go through a lot between giant and small mode to get that part right. But even on the intended solution I see it's frustating to get some parts right.
But hey!!! You rotated the objects on your playthrough, how did you exactly do that? I just dropped the things on the ledges and picked them up again lol.


I get your mindset. If that's what you do... but I still think simple fixes or quality of life changes that don't take much effort to update should be done. No need to fix unintended solution but people that might play your map would certainly enjoy those.


Also, do you want ideas? I've just added you on steam! We can maybe talk about some.
kwinten  [author] 12 Jul, 2019 @ 5:30pm 
@_galaxy Also, my aim in my concept maps, unlike your thinking, is to mix portals with another concept. I agree, portals were not really present in this one, but whatever if people have fun !
Sorry for you about the fact that you didn't like the last part. The sections are meant to be different, but keep the puzzle perspective, even if it's not "portal puzzle only"
Note that i let players some kind of liberty in my maps (= your 2 screenshots), because that's what i appreciate in a game, i hate "one way only, follow the defined path"

Also, i'm honoured that you think i'm a game dev, but i'm not lol
Keep in mind that i'm just a guy that love mapping if you give me the tools for, but i don't have the knowledges to make all myself. Feel free to suggest ideas of concepts if you want !
Cheers
kwinten  [author] 12 Jul, 2019 @ 5:03pm 
@_galaxy Hi, let's talk about all of this !
- Bug#1 & #2 I'm aware of those, i won't correct those (or in a looong time) because it's time consuming and i prefer to go forward in my concept maps
- Bug#3 Blame source engine, there is an error in the measurement because for example, if the block moves 1.53869 units, the engine retains 1.5, and that's a problem with the distance increasing between the 2 worlds.
- The 2 screenshots: yes intended, my "official way" was to use only the "paint block" horizontally but your solution is ok
-Dem file: oof you did it the very hard way ! I can understand it was painful to do if you did all the things like that haha. You should look at my solution in the walkthrough, and see that there is a solution a lot easier
_galaxy 12 Jul, 2019 @ 9:16am 
Also let me give some feedback on the last section (https://steamproxy.net/sharedfiles/filedetails/?id=1801366861) . I think it's really bad, haha. The whole chamber had puzzle and you had to think small and big, but this one was just about putting the blocks in the correct order. It was frustating too getting their angle, and Portal puzzles should be hard to find but easy to execute, something that was the exact opposite here.


I think what you tried doing here was a puzzle more about the mechanic itself without having any relation to portal. Well here's an idea: what if you made a whole game out of this? I think this concept for a puzzle game could be very well done, it doesn't even need portal mechanics. Of course, Source engine being the mess that it is I would suggest using Unity or Unreal instead. Won't verbally judge you if you end up using Source engine but think about it long term.

If you do decide to make it a game, hit me up! I can playtest it for ya. Best wishes!
_galaxy 12 Jul, 2019 @ 9:12am 
Is this intended?
Unintended(?) #1:
https://drive.google.com/file/d/13nc-V2xoC5JgJkf-o4TJvhsPe1CgBZOM/view?usp=sharing

Unintended(?) #2
https://steamproxy.net/sharedfiles/filedetails/?id=1801366792
https://steamproxy.net/sharedfiles/filedetails/?id=1801366742
I can use the thing to block one turret view, move a bit, then go back to big mode and put it onto the next turret
_galaxy 12 Jul, 2019 @ 9:12am 
Let me just start by saying this is an amazing concept. It's not a testing element per se, but I think it's very creative and you executed it well... not flaweless, but most of the times I had a blast whilist going through this chamber. The soundtrack was really good too, I felt like Alice in Wonderland!
Now for some feedback:

BUG #1
https://steamproxy.net/sharedfiles/filedetails/?id=1801366685
You can drop the first cube onto this part since the green field somehow lets me drop a cube there and thus get stuck

BUG #2
If you respawn the first cube while the player is in "2" he also gets stuck

BUG #3
The game tells me that "there's a object outside the map" whenever it touches a wall. This becomes frustating especially when I'm trying to get the cubes on the buttons