Portal 2
Energy weapons demo
26 条留言
VerionFX 2022 年 8 月 1 日 上午 6:35 
good map :steamhappy:
Breeland 2022 年 6 月 10 日 下午 3:05 
How did you Get the Prop_ to Teleport and Detect where the Player is Looking and is at in X pos and Y pos and Z pos? and How did you get the Animation?. This is cool btw
JAMES Gaming LV2 2021 年 11 月 23 日 上午 10:19 
just wondering, are the blue error things at the end intentional
Drgregs 2021 年 10 月 27 日 下午 6:42 
Can I use this in my beemod ucp? I will give credit
Narkodes 2020 年 7 月 2 日 下午 11:57 
boring
C-Imdone 2019 年 12 月 12 日 上午 10:20 
can you make another map but much longer and make the short story longer and i relly liked it
Avatar 2018 年 1 月 31 日 上午 12:44 
Wow, just wow. Fizzler on gun? I have seen laser on a gun but this is beyond my experience.:steamhappy:
oil 2017 年 6 月 28 日 下午 1:29 
very cool concept!
[SNS] Guest3444306 2 2016 年 6 月 24 日 下午 8:02 
this is a cool idea how do you make this into your maps?
Xukas 2016 年 6 月 24 日 下午 12:43 
Loved the map, preaty cool consetp... Still cant spell :(
jandlml 2016 年 6 月 23 日 下午 7:30 
pretty cool weapon
suanpan 2016 年 6 月 22 日 下午 10:29 
So cool.
Unowninator 2016 年 6 月 22 日 上午 10:16 
Bottom-right corner, dven1.
dven1 2016 年 6 月 22 日 上午 9:19 
Nice map, especially the visuals and the mechanics of the gun. However, I also would like to see an indicator when the weapon is charged enough to fire. Thanks for your work.
ViiNTAGE 2016 年 6 月 22 日 上午 8:20 
Hey I did a blind playthrough or your map I hope you enjoy! Feel free to recommend me other maps of yours to play :)

https://www.youtube.com/watch?v=_AvxQ7Hg5kM
tonyofpureevil 2016 年 6 月 21 日 下午 10:11 
What a waste of time and talent!
TheAwesomeHyperon 2016 年 6 月 21 日 上午 1:48 
great map, but sometimes there berral wont load
cochetmichel49 2016 年 6 月 20 日 上午 4:42 
Nice idea ! But not in the mind of portal, too much near a shoot-them-up !
But very good job.
Jac Blake 2016 年 6 月 19 日 上午 11:57 
Great fun. Although, the crosshairs were WAY off...too high. makes aiming slightly challenging.
Malfaction 2016 年 6 月 19 日 上午 7:30 
Nice idea! Thumbs up!
wanders 2016 年 6 月 18 日 下午 9:55 
THIS IS SO COOL
Peterus  [作者] 2016 年 6 月 18 日 下午 4:53 
Thanks for the criticism, in the next implementation i will reduce the wind-down time, and add a text indicator in the bottom left corner showing the status of the weapon. The turrets will also have some sort of indicator showing they that can't be picked up.

By the way, the wind-down time was implemented so that users can't spam shots into a room.
Finley 2016 年 6 月 18 日 下午 2:57 
:steamhappy:as soon as i read the name i knew i had to play it:steamhappy:
EllaBrella 2016 年 6 月 18 日 上午 9:13 
(2/2) Lastly I had an issue with the weapon itself. From the sound effects I gathered pretty well that it had a charge-up time. You'd expect it to be ready to charge again immediately after releasing the mouse button. But it also seems to have some kind of invisible wind-down time? This lead to a few times where I'd charge, fire, then release, then immediately start trying to charge the next shot, which never came due to the wind-down time, which only continues if the mouse is NOT being held. The combined charge-up wind-down times make the gun feel too sluggish for my tastes, and the wind-down not being shown through visuals or sound do not help at all. I'd either get rid of the wind-down time completely, or add some indicator of when the gun is ready to fire (green light on the gun when ready to fire, red when winding down maybe).

Other than that, I had a lot of fun! I love playing unique levels with new mechanics and I hope you can evolve your idea further! Best of luck <3
EllaBrella 2016 年 6 月 18 日 上午 9:13 
(1/2)Very interesting idea, has potential! A couple things I'd like to say:

Fast-paced gameplay where you peak at turrets around corners and time your shots so that you can hit them before they hit you is fun. Sections where you move along a corridor while crouched to avoid fire slows the gameplay down to... well, a crawl, and is less fun. You may want to focus more on challenging your player's reflexes rather than their ability to wait.

Secondly, a minor point but something I feel is important. One method of taking out a turret in Portal is to grab it before it can shoot you, and throw it. You've disabled turret pickup, which itself is fine if you don't want challenges to be solved that way. But conventionally in Portal, players would expect to be able to pick up a turret. If you're going to change the rules of the game, you have to convey that in some way. Portal 1 did this by putting unpickupable turrets into cages in one advanced chamber.