Portal 2

Portal 2

44 ratings
Three Cube Tango
   
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Three Cube Tango

In 1 collection by vfig
Test Chambers by vfig
3 items
Description
A Weighted Storage Cube, an Edgeless Safety Cube, and a Discouragement Redirection Cube walk into an Aperture Science test chamber, followed by you, who cannot escape the test chamber. This isn't a joke, human. Although I find it funny. Ha-ha.

This map was created for the Mapcore Perpetual Testing Challenge.

If you get stuck, here's a walkthrough: http://youtu.be/9llI8DMbLH4

#medium #short
8 Comments
SirReality 30 May, 2012 @ 1:44pm 
I completely was not able to notice the black walkway under the funnel - it blends in too well with the wall and water. Perhaps add some lights to it?
vfig  [author] 11 May, 2012 @ 2:32pm 
Updated to revision 2.

- Added another switch.
- Reduced chamber size - less walking \o/
- Various minor tweaks.
'Rito 11 May, 2012 @ 6:56am 
You could still have the exit visible, extend the existing glass around to block off the door, put one or two panels in to block activated by the first buttons then have the door triggered by the third. No visibility to the door altered even slightly.
vfig  [author] 11 May, 2012 @ 3:19am 
Because I can't add a second, real exit door behind it without using Hammer—which the mapcore rules prevent. I suppose I could do something less trollish with a panel-based door as the first one, but that would break one of my design rules: that the exit (or at least the direction to proceed) must be clearly evident.
'Rito 10 May, 2012 @ 4:28pm 
Why not do that then?
AngryPotato 10 May, 2012 @ 3:40pm 
Haha, the self-resetting cube is a genius idea :)
Very good level, I enjoyed it. The only problem was that the map was unnecessarily huge and bland, but the idea behind it was great :)
vfig  [author] 10 May, 2012 @ 3:15pm 
No, that's the default action. I assumed it was only triggerable also, so was pleasantly surprised.

Visuals... yeah. Not an easy thing with this editor, something I've yet to come to grips with given the editor limits.

I thought of requiring three cubes, but fetching the second would be basically the same as fetching the third. Now, if I could have a door opening with cube and sphere, and the real exit door behind that needing the third cube, I'd do it :)
'Rito 10 May, 2012 @ 10:57am 
Nice, really liked it.
The cube falling onto the button is amazing.

Could be improved thusly:
Three cubes to open the final door. (simply add a extra button, no other modifications needed)
Spruced up visuals, it feels a little overscaled and/or has lots of very flat boring surfaces

Was this edited in hammer or is the default action of the lift to act as a lift? I assumed it would just be triggerable by inputs only