Portal 2
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The Borealis of Theseus
   
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24.975 MB
2019 年 7 月 31 日 下午 10:04
2019 年 8 月 7 日 下午 8:24
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The Borealis of Theseus

在 HugoBDesigner 的 2 个合集中
2019 Maps
5 件物品
The GLaDOS Principle Anthology
3 件物品
描述
[Medium-Hard] "Arise! Arise, and step forth, dear test subject. Reclaim what is rightfully yours, and rejoice in the glory of your achievement; for you are no longer a child, and I am no longer your overseer. The gates of the chamberlock are open, and the great Cave Johnson shall proclaim: 'Behold! For it is Chell who enters this test! Hear now, and know that it is she, the true heir of the Aperture kingdom. She has marched through the testing tracks, and has conquered the central core'. The panels shall tremble, and the turrets shall coward under the light of your might."

My entry for the latest Trial by Fire, with the theme "Unarmed", where the challenge was to create a puzzle that didn't use portals or a portal gun. I knew I had to make another Talos-themed map, so here it is. I unfortunately did not have the time to implement a Magic Bullet™ before the deadline, nor have I managed to implement any Optional Star Sigils. For that, I apologize. Design is a bit rough around the edges and the room is immense, so some unintended solution might arise. Please do let me know if you found any.
The button at the start of the map serves as antitrapping/full reset.
Cube throwing will not be fixed. Do not ask.


Closed Solid Field (a.k.a white fizzler): blocks everything, much like a toggleable wall.
Physics Repulsion Field (a.k.a green fizzler): blocks cubes, but lets everything else pass.

Music: Rexaura - Four, by Mevious
Theme: Clean.
Estimated completion time: 25 minutes.

Update: fixed an exploit that made the puzzle much easier (thanks, Libbybapa and Teo!). Fixed other minor exploits, added more signage, other minor visual tweaks.
Update 2: fixed redirecting lasers around the buzzer/rail platform (thanks, Libbybapa and TreasureGhost!)
Update 3: fixed an issue with redirecting lasers on a ramp (thanks, Rector!)
Update 4: fixed raising cube to toggle catchers out of turn (thanks, Hanky and Paper!)

#Beemod
#NoPortals
#LaserCollisionOff

Playthrough by Libbybapa: https://www.youtube.com/watch?v=C58tJ24B8o8
Re-playthrough by Libbybapa (Part 1): https://www.youtube.com/watch?v=SHlrg68caKQ
Re-playthrough by Libbybapa (Part 2): https://www.youtube.com/watch?v=6vxiBjZwKkc
Playthrough by FART MAN: https://www.youtube.com/watch?v=qe6kcZMDOFg
Playthrough by Rector: https://www.youtube.com/watch?v=zZtT6r6f7xs
Playthrough by Paper: https://www.youtube.com/watch?v=BLg74qje9kY&t=536
Playthrough by ViiNTAGE: https://www.youtube.com/watch?v=djeWTiz2GpY
Playthrough by NOCK: https://www.youtube.com/watch?v=VaoSgiN9d6I
Playthrough by SpielSatzFail: https://www.youtube.com/watch?v=ISijvpuOiYk
Playthrough by Mr Fab: https://www.youtube.com/watch?v=MRCRqiCiMmU
29 条留言
Aneonen 2023 年 8 月 1 日 下午 12:24 
Nice stuff! Asking the player to hold down the floor button at the beginning definitely surprised me.
Vapid Clay 2023 年 7 月 4 日 下午 4:31 
What an absolutely fantastic puzzle.
SpielSatzFail 2022 年 11 月 13 日 下午 2:19 
Lots of walking back and forth, but a nice progress path. The map kept me motivated all the time, which was beyond 25 minutes...
Leaving two cubes behind with no purpose in the end is a little unsatisfying ;-(
My solutions felt intended, but I'm guessing there are slightly different solutions possible. Going to watch the walkthrough now.
zeo1337 2019 年 9 月 14 日 下午 4:48 
The extra hexahedron grants you a star.
BehindPortal 2019 年 9 月 3 日 上午 1:21 
i solved it little different than official solution. fav:p2cube:
Spider_Dawg 2019 年 8 月 24 日 下午 6:06 
Thinking without portals! I like it!
Vigilante 2019 年 8 月 13 日 下午 6:54 
very tedious!!!
Narkodes 2019 年 8 月 8 日 上午 11:26 
Great chamber!
Dark Rozen 2019 年 8 月 8 日 上午 1:16 
I would say this was easy difficulty just because of the number of steps, Otherwise it's a very well made chamber.
Libbybapa 2019 年 8 月 5 日 上午 11:58 
A failed execution does not result in any trap that requires a restart or cheat. In the event of a failed execution, just re-aim at the central cube which is already redirected at a cube which is already redirected to open the CSF. Wait for the CSF to open and have another go at pulling the cube. And of course it adds to the puzzle and introduces at least two new ideas not yet used in the puzzle: 1. pulling a cube from the laser with one behind it which keeps the CSF bootstrapped and ON so you can actually place the last cubes, and 2. Use of the central cube with the laser that is aimed at the exit in order to offer the escape of the last otherwise unused cube. IMO, it also improves the puzzle a bit by offering a more interesting exit strategy that more fully uses the entire layout. I understand that rules are rules though, and there's obviously no need to implement it on my account. Just saying.