Portal 2

Portal 2

Rattmanns Journey 2: Ascension
25 Comments
Momma Gabby 3 Jul, 2023 @ 10:27am 
This map has so many world portals it's like navigating through the backrooms.
Lord_Kardok  [author] 26 Sep, 2019 @ 10:37pm 
I am happy that you liked even my older and cruder maps.
Winnie Wheatley 25 Sep, 2019 @ 4:37pm 
:theta:ne more great adventure! Enjoyed and favorited! Thumbs up! :steamhappy:
Reika 16 Jul, 2019 @ 7:48pm 
You overused world portals: https://i.imgur.com/Lzv7qQY.jpg
Pond Smelt 14 Jan, 2018 @ 5:21pm 
Here's an easter egg idea. If you were to try to "squish" the turret in the closing doors of the "elevator to surface" door, the turret will get stuck and plead for help.Maybe you could give players satisfaction of crushing the turret.
fantasychica37 2 Dec, 2016 @ 2:20pm 
I gave up and skipped to the next map, but thanks! I hope you will continue this series!!!!
Lord_Kardok  [author] 30 Nov, 2016 @ 7:17am 
I am uncertain of which fan that is. But there is probably something behind or beneath the fan? You might have to look closely.
fantasychica37 29 Nov, 2016 @ 8:15pm 
Am at fan. Please give hint.
DeathWish808 9 Oct, 2016 @ 6:04pm 
Played all 3 of these (Did not finish the 3rd as it was way more involved and twisted than expected. :-) BUT will finish it in my next stream.)

All of yours are right after Afro Melon's map... https://youtu.be/Nlaw555fXIE

(As of the time of this comment, it's still uploading and YT still has to process it. I won't be around tomorrow to post this, so I'm doing it now.)

Cheers!

I 100% agree with wildgoosespeeder with the turrets. Some are fine, but the area with having to use the barrels to get across is plain annoying. The player knows what to do and then has to suffer through it (like I did) or just noclip through (which I should have done). Other than that, pretty awesome stuff.
Rx 30 Aug, 2015 @ 10:51am 
Another very good level.
wildgoosespeeder 10 Aug, 2015 @ 8:38pm 
Turrets shouldn't be miserable to get passed. They should be an obstacle, don't get me wrong, but there is a difference between punishing and challenging obstacles to overcome. Never make the player feel like the level designer made them fail. Players should feel like they failed. Here's a video:
https://www.youtube.com/watch?v=ea6UuRTjkKs
Lord_Kardok  [author] 8 Aug, 2015 @ 2:46am 
Thank you for your constructive feedback. I agree that the map includes some unclear elements that I might excuse by saying this is only my 2nd map in hammer :) That includes the vent shaft (that has now been slightly highligted) with the dissapearing cube.
That said, I disagree with the turrets placement. They are placed to clarify that they have taken over...
wildgoosespeeder 5 Aug, 2015 @ 3:09pm 
This map was OK but why several hints? I also lost the companion cube in the first vent I had to enter. Also the first vent is hard to spot. Sure, you hint there is a vent to enter but no visual cue just makes finding it tedious. Also the turrets were annoying to avoid. They added nothing but frustration to get through the map. Annoyingly placed turrets aren't challenging. Annoyingly placed turrets are annoying. Also a few Hammer mistakes:

http://www.steamproxy.net/sharedfiles/filedetails?id=494715715
http://www.steamproxy.net/sharedfiles/filedetails?id=494741726
http://www.steamproxy.net/sharedfiles/filedetails?id=494741952
Turrets Turret 4 Aug, 2015 @ 7:27am 
amazing!
Lord_Kardok  [author] 24 Jan, 2015 @ 8:38am 
Try to carry the cube over your head while passing the fizzler :)
jonny6 24 Jan, 2015 @ 4:44am 
great map, great atmosphere. but I am stuck :/ (how do i get past the fizzler?)
Gort 29 Sep, 2014 @ 5:10pm 
Impressive and ditto on letting me know when Part 3 comes out. Thanx!
The Sojourner 19 Sep, 2014 @ 11:09pm 
A few art design bugs here and there (e.g. the undersides of the fizzlers are showing), but overall not bad :p2cube:
KyloX 18 Sep, 2014 @ 4:57pm 
This map is a big improvement from part 1 and it had it's own original feel. It is large, quite a lot of exploring and putted more detial where needed and less where it is not required, nicely done.

The puzzles were simple, but not to simple. The only frustrating part was getting the reflective cube. Making places where you have to time things in a second or 2 isn't best cup of tea. The 3-way button thingy in the end probably made some people confused as the cube was showned in the map. And so, some might try to get it and get stuck in the process.

I recommend re-playing the map yourself and check every place as there are some glitches around the map, like the flying piston in the reflective cube room or some missing window textures and other similar issues.

This map is nicely done and it is realy interesting what will you show on part 3.
Good luck
not-paradiser 18 Sep, 2014 @ 8:37am 
Yeah I played continuously after part 1. As amazing. The style changed a bit, from small spaced to a little larger. This time you used more hammer work, making the map more visual-comforting. Don't get annoyed by again the 100 less ratings. People nowadays have little patience. It is also related to the fact that your map requires a good eye-sight to find remote walls to portal ~
One thing I worry about this level is at the end it. There are 3 buttons. I just can't help think that I need to fetch all 3 cubes here to open the door (The perfection of your map just push me to think I need to form a sequence of standard, reflection, companion cube.) Maybe one more hint is needed there. Otherwise I'm afraid there will be too many ways the players to lose their portals and cubes and get permenantly stucked.
Why not publish it to the TWP forum? It should be on the spotlight !
Really expecting the part 3 !
Swedish Firefighter 14 Sep, 2014 @ 7:18am 
love it. let me know when next is ready!
Lord_Kardok  [author] 9 Sep, 2014 @ 11:21pm 
Thank you for your feedback. Your suggestions have now been implemented.
CoolDudeClem 9 Sep, 2014 @ 7:51pm 
I enjoyed this, but if I might make a couple of suggestions, both about the "room" with the shredder. I noticed a bug where the observation window above the shredder is portalable, also maybe making the cube drobber respawn the cube if the cube gets "shredded", it took me God knows how many attempts to grab that cube before it bounced off the light bridge and fell in!
Lord_Kardok  [author] 8 Sep, 2014 @ 7:17am 
Thank you for the kind feedback.
The thing about the disappearing cube: This is possibly the part of the map that has seen most changes. The current crude solution relies on the improbability of catching the cube and includes redudancy (in form of removing it completely) in that unlikely event. Unfortunately it was not unlikely enough :)
I have remade the part to avoid this happening (and also to prevent cube dublication)
Thank you.
h4r4ld 8 Sep, 2014 @ 3:34am 
i really enjoyed the second part! not so hard as the first one (iirc, has been a while since i played it), but still a decent difficutly. the only thing bothered me was the part where the cube vanished.. i thought i did smth wrong and tried to keep it until i said "fck it" and moved on
can't wait for the third part :D