"Disrupted Suspension" | Perpetual Testing | Portal 2 Community Maps & Mods
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- Опубліковано 3 гру 2023
- Perpetual Testing (339)
“Disrupted Suspension”
By Mr. P. Kiwi
Portal 2 Community Maps & Mods
Don’t laugh, this was mind blowing back in the day!
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Map: “Disrupted Suspension” by Mr. P. Kiwi
steamcommunity.com/sharedfile...
More maps by Mr. P. Kiwi
steamcommunity.com/id/mrPkiwi...
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ngeruma.wixsite.com/ngeruma/m...
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In (implied) conjunction with Aperture Laboratories, further testing is to be carried out in perpetuity
Thank you for joining me as I test my way through the infinite number of community test chambers, custom made testing scenarios, mods, player made maps, and levels available for Portal, Portal 2, Aperture TAG, Thinking with Time Machine, and Portal: Reloaded through the Steam Workshop.
All thanks to Cave Johnson and his Perpetual Testing Initiative.
#Portal #Portal2 #puzzles #perpetualtesting #portal2communitymaps #ngeruma
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Game: Portal 2
store.steampowered.com/app/620...
www.thinkwithportals.com/
Portal 2 Steam Workshop:
steamcommunity.com/app/620/wo...
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All music is in game, and is used in accordance with the Valve Video Policy:
store.steampowered.com/video_...
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This video is not intended for children. - Ігри
“I was told to get in the back of a van” bro💀
Honestly, i've heard of Aperture using sketchier recruiting techniques
Thank you for watching :D
I tought this was a jtoh tower guide by looking at the thumbnail from 2 inches away
Had to look that up, Juke's Towers of Hell? looks kind of fun, sort of reminds me of those old counter strike source parkour maps :)
As always, thanks for watching so much!
how could you forget about you favourite word "vastness"!!!
HOW COULD HE
Ah! Vastness!! i knew there was a better word out there to imply the bigness! ;)
Hugo is right, wish there were more games that used physics situations to solve puzzles a la half-life. Great production quality as always
Yeah totally agree, mixing the usual 'portal physics' with these like 'common every day physics' would work really well around the behind the scenes parts of Aperture, it's odd it's not used more often, would make a fun addition to a lot of maps.
As always, thanks dude!
00:11 - I'll gladly fight to claim the credit, despite knowing damn well I have never submitted a map as of yet! >:)
03:32 - The -vastness- bigness! Such a fitting word that can potentially be applied to anything that is deserving of such a title. Love it!
11:08 - -That unexpected voicecrack cracks me up- and yes, I admit that I thought you were going to do it.
13:41 - I never expected to have a scientific lesson regarding Chell's weight, but here we are! I never knew how true GLaDOS' words were.
Absolutely love the map, absolutely love your commentary, and I absolutely love the Wheatley boxes appearing in every outro! This is exactly what keeps bringing me back to your channel.
00:11 my plan is working perfectly (*evil laugh*)
03:32 i know right, perfectly implies the grande scale of the place, can't think of a single better word for it.
11:08 i know what's expected of me now ;)
13:41 see it's not just entertainment i offer, but cold hard scientific fact, after all why would GLaDOS lie about something like that??
(on a side note, the fact that an all powerful super AI chose something as petty as Chell's weight to pick on her about, is one of my favourite things about portal's humour)
Really glad you still enjoy these so much, and guess how many attempts it took to get the Wheatley'Os to fall in front of the camera nicely! ...they DID NOT play nice with the actual physics in this map lol.
Thanks dude!
First I showed her my bigness, then we went for a bounce until there was blue stuff everywhere.
@@ragemodegaming7962
*_what the fuck?_*
A lever needs more weight on the short end than the long end
After seeing this, my suspension has been disrupted
Then the map was a success, sorry to hear all your randomly suspended bits of wood fell down though. :D
Thank you for watching!
0:45 - Spallation!
2:12 - Not just at the time. It _still_ is very difficult to find games that integrate physics into its gameplay as well as Half-Life 2 did
3:27 - Vastness. You're thinking of "vastness". Was your word of the day a few episodes back
12:12 - But I like that filter 😢
Great episode, quite reserved on the innuendos (up until the very end)
0:45 see told you it was fun to say.
2:12 yeah you're right and now you mention it i can't easily think of much any other game does, those that do usually have it as very scripted set piece that technically isn't actually in game physical ..so to speak.
3:27 Vastness!! that's the one! i knew there was a better word than bigness ;)
12:12 don't worry, we've gone underwater so often lately that i had to make it one of my effects presets :D
Look if a map offers a sucking orifice ....i'm going to mention it :D
Thanks dude! ❤ always look forward to your comments!
after playing half life recently, i have the habbit of making every little prop have physics. its fun to smash things on the wall.
as always, the jokes are great and the map was awesome!
that's great, it's so unnecessary but it's always enjoyable when every little thing in a map is 'real' like that instead of fixed in place like so, so many chairs, in so, so many maps :D
As always, thank you for your kind words! and or course for watching!
i wish we had more physics puzzles like what was shown in the map.
Me too, these like 'basic' or more 'down to earth' little physics puzzles would work really well mixed into more maps, especially in the behind the scenes kind of areas around Aperture.
As always, thank you for watching and for the comments!
That one really disrupted my suspension. Goal achieved, I suppose ;)
I'm right there with you, I love the old school science spheres when you really get a sense of how absolutely massive the facility is.
i do love how Aperture is seemingly never ending when maps show off the bigness ;)
Thanks dude!
I always assumed the old Aperture cubes were lighter than the modern weighted storage cubes.
They look like that corrugated plastic from warehouses stapled to frames.
i guess you would be right really, i always kind of assumed that for the sake of scientific consistency that they all had to weigh the same, even the old ones since it was whatever aperture puts in them that is the weight they are "storing".
As always, thank you for watching and sorry for the late reply :D
@@ngeruma no worries, happy New year!
Holy shit i love portal maps so insanely fucking much this is so cool (also 3:31 vastness lmao)(also also i submitted a map by war and its really good)
Vastness!! i knew that was a better word than bigness i could of used ;)
I got the map you submitted dude, it's on the list now, and as always, thank you for watching!
Sorry for the late reply, as always, thanks for watching so much dude!
Can confirm
Thank you for watching and possibly for the recommendation :D
woah, i remember playing this map in a beta form as a gmod map once
I did see that Mr. P Kiwi had some gmod maps in their workshop too, didn't know they has played with this idea in them too though, that's cool.
Thank you for watching and for commenting too :)
Somehow, I recognize seeing part of this map in gmod. If not most unironically. as the map in gmod was an RP map as well.
Oh that's interesting, i did see that Mr. P. Kiwi had some gmod works in their workshop too, didn't realise they had used the idea in those too, make sense though, things like the seesaw physics do feel kind of gmod experimental fun.
Thank you for watching and commenting too
@@ngeruma Might actually see if the map I saw is made by him too, if so then it'd make sense. And also, no problem, I like all of the source games so, yeh. And this one peeked my interesting anyways due to the name.
@@ngeruma And also to further comment on what I last said, the person who uploaded the one I saw is now the same person, plus the map even differs somewhat in areas by having the 1980's aperture logo instead of the modern aperture laboratories logo And probably also allot of other differences here and there. But the original might've been made by Kiwi but was removed, and then reuploaded when someone had found an altered version that probably existed for some gmod portal 2 rp server of some kind. Also said map is rp_aperture_1984
Ah the inurendo at the end
yeah it was all classy up until that point, but if a map offers me a sucking orifice ....i'm obliged to mention it :D
Thank you for watching
14:25 -- that's a slightly weird level design. If you now get off the elevated platform, there's no way to get back up. There should be an option to fizzle those cubes so that the plank becomes imbalanced again
You're totally right! didn't even consider that at the time, yeah that would need a total restart, well spotted.
Many thanks as always!
Actually there is a way to remove the cubes if you fall down. I checked it and it works!
hey there your videos make me really happy :3
Thank you so much!, really pleased you enjoy them! i really do appreciate it :D
Vastness > Bigness lol (Also been busy with stuff hense lack of my comments but maps have been quite dope lately
Ah Vastness! i knew there was a better word then bigness ;)
Thanks again for watching dude!
Portal2 might be something about glass
That design was excellent.
Fun to see more 'down to earth' physics being used like this, it's a shame/odd you don't see it used more often, it really suites the behind the scenes bits of Aperture like this :)
As always, thank you for watching and for the comments!
Metal pipe mp3 at 5:55
Thank you for watching
Spallation: Fragmentation due to stress or impact.
so i was half right then, feeling great but with some dizziness :D
Lets go another episode :)
Thank you for watching! much appreciated :D
nice happy ending 😆
Cosmic Ray Spallation Elements are lithium, beryllium, (Helium 3) and boron.
so mostly safe, not sure why Aperture would say unsafe quantities of them.
probably just Portal's writers wanting something to sound science-related and unknown
What is mostly safe about elements that fragment cosmic rays upon impact?!
i love that i could count on someone explaining it properly for me in the comments! :D
Thanks for watching and for the comment dude!
@@ngerumaYou are one of my top 5 youtubers. Probably #2 at this point.
The comment section is going to quickly devolve into an "I'm Sparticus" situation regarding taking credit for this recommendation
then my plan will have worked perfectly! :D
@@ngerumanice
even though I'm from Russia, but your content is very good, I really like it (thanks)😊
Thank you very much for watching, glad you like the videos :D
@ngeruma how long is ur list of community maps and mods?
its on his website. but considering i recommended my 2nd map about 4 months ago and it has not yet been posted, its probably quite long
The list is now absolutely ridiculously long lol
ngeruma.wixsite.com/ngeruma/maplist
but please feel free to recommend any maps you'd like, it's always great to have loads of options to play :D
Thank you for watching
well when i get portal 2 ill definetly send u the map i did@@ngeruma
i recommended this map (i did not)
ooh the fight is starting! ;)
Thanks for watching dude
Half 2 have fisichs orginall hl 1 not have.
You're right that 2 had more actual use of the physics but 1 was still pretty much the game that brought use "moving stuff" to do stuff :)
Thank you for watching and for commenting too
What. Why are you captions all the way up there tell them to get down from there
Maybe so they don't overlap with the video subtitles?
The youtube captions, or the green Cave ones i put in the video?
I've been doing custom captions for these for a little while now, i don't like how the game does them by default.
If you mean the spacing in the youtube captions, i bumped caves up a line to seperate them from mine when i talked over him
Thank you for watching :D
I think it's clear you play these through before recording.
I don't play them before recording, i start the map to make sure it loads then restart it again.
I'm curious to know what makes you think that though.
Thank you for watching and sorry for the late reply.
@@ngeruma I think it was because of how quickly you figure some things out. Like, you never spend 40 minutes staring at the walls wondering what could possibly be needed. But the more I play community maps the better I've gotten so maybe it's just practice.
Ah fair enough, but i can assure i don't always figure things out quickly, have a look at some of my other videos and you will see how often i struggle and screw up, it happens a lot lol.
As you play more and more of these you will start to see that some maps are kind of like "just do what you see" style maps, and some can be brain destroying pure logic puzzles, those i REALLY struggle with :D
@@ngeruma I had just started playing community maps recently and was not having much success. There's a lot of techniques that have been developed that weren't used in the base game so it took me a good week of playing them to adjust. I was probably frustrated and lashing out!
By the way I'd like to recommend Designed for Danger. I think it's one of my favorites. Has a great story and really fun challenging puzzles.
Ahh yes I made the map😅
You did? Then thank you for making and sharing it with the community, and thank you for watching too :D
@@ngeruma alright to be frank I was going for an I am sparticas moment I did not create the map le sorry
ℍ𝕖𝕪 𝕟𝕘𝕖𝕣𝕦𝕞𝕒 𝕀'𝕧𝕖 𝕓𝕖𝕖𝕟 𝕨𝕒𝕥𝕔𝕙𝕚𝕟𝕘 𝕗𝕠𝕣 𝕒 𝕔𝕠𝕦𝕡𝕝𝕖 𝕞𝕠𝕟𝕥𝕙𝕤 𝕪𝕠𝕦 𝕒𝕣𝕖 𝕒𝕞𝕒𝕫𝕚𝕟𝕘
Thank you so much! really please your'e enjoying them and thanks for watching for so long :D
@@ngerumayou're