Portal 2
Suspension part2 --- A floor
18 条留言
Splokie Dokie 2018 年 10 月 16 日 上午 6:30 
Interesting
Swedish Firefighter 2017 年 6 月 4 日 下午 1:06 
was I supposed to use the blue gel at the last room?
Fumbly Bumbly 2017 年 3 月 24 日 上午 1:48 
A really cool concept executed brilliantly. Thumbs up!
The Sojourner 2016 年 7 月 28 日 下午 2:49 
I used the companion cube from the first chamber to solve it. Probably unintentional....
Tuleby 2016 年 6 月 18 日 上午 5:40 
If your new cube is prop_physic, you can dissolve it. You create env_entity_dissolver, where you put dissolve target. After call "dissolve" to env_entity_dissolver. Dissolve is not in the standard input, but it works. ;)
Unowninator 2016 年 6 月 5 日 下午 5:05 
I think I found an unintended solution in the 3rd room. http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=698310785

http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=698310806

My advice would be to use a flippable panel.
Silce 2016 年 5 月 29 日 上午 5:33 
I just finished the second part and I'm very impressive about the concept ! :steamhappy:

But I need to tell you the first part of "Suspension part2 --- A floor" is very easy to do if you use one of the cube to jump on the other side.

-> Put it the farther you can on the first part of the bridge then you will need to activate the button to fix it. You will be able to use the fixed cube like an help to jump higher and reach the other side without finding the main problem.

Hope it will help ! Cya ! :steammocking:
Stimich 2016 年 5 月 21 日 下午 6:48 
Did the whole map without the suspension:
https://youtu.be/sivjv3R7VOk
Petutski 2016 年 5 月 18 日 下午 6:52 
Very interesting and fun. Confusing until you know the "rules"! Thanks!
kwinten 2016 年 5 月 17 日 上午 10:52 
Note 1: yes the "disable/enable" output is in red, this has no importance because it works
Note 2: I can stuck your cube behind the moving panel in the third chamber
kwinten 2016 年 5 月 17 日 上午 10:50 
Hey ! A new test element !
Very good though chambers; maybe you should add an intro chamber because this was quite hard to figure out how works the cube !

By curiosity, i decompiled your map to see how you did it; it's more complicated than it should be:
1-In hammer, make a prop_weighed_cube, then "add" , "rendermode" 10 (this cube is the main corpse, and is invisible)
2-convert your whole designed cube structure into a func_brush, then parent it to the prop_weighed_cube ; place the two in the exact same location
3- When you want your suspension cube "suspended", just disable the prop_weighed_cube using an output with the button: (onpressed ; weighedcubename ; disable)
Enable it when you want the suspended cube gets normal physics

Advantages: you can fizzle and have the physics of a normal cube :)
Setito 2016 年 5 月 15 日 上午 3:58 
Very nice chamber senpai.
KyloX 2016 年 5 月 14 日 上午 4:39 
Quite neat, a great improvement from the first map, loved it. These 3 chambers were a great introduction of "suspension cube", giving an idea were it could be used and how.

Though I expected something more after I got the companion cube in the first chamber, what a shame.

Great work
Anachronistic ALLOS 2016 年 5 月 13 日 下午 6:59 
That last test was actually genuinely quite clever. I liked what you did there!
Nui♥Harime™ 2016 年 5 月 11 日 下午 3:50 
I can solve the 2nd test without having to use suspension. :3
Daroot Leafstorm 2016 年 5 月 10 日 下午 1:58 
I found the "secret"! :D
quatrus 2016 年 5 月 10 日 上午 10:22 
Interesting effect - took a bit to figure out how to use it...thanks for creating.
Stella  [作者] 2016 年 5 月 9 日 上午 1:52 
Third period has a problem can through it without using suspension.