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[SP] Laser Pit

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Something Different

My latest medium-hard difficulty map for Portal 2. As always report bugs/shortcuts in the forums.

I hope you guys enjoy it!

Map Update#1
- Removed the glitch where the player would get stuck in the funnel room
- Some visual and gameplay changes

Map Update#2
- Some visual and gameplay updates

File Name: sp_laserPit.rar
File Size: 2.68 MiB
Click here to download Laser Pit

In the room with the redirection cube,

Spoiler
what was the portalable wall above the door for?

Features one lockpicking stunt, using buttons which rotate parts of the lock up to the correct combination. While there are a couple quick escapades in portal territory thrown in for good measure, it's all about safecracking - which might prove unappealing and heavy for many. Lighter areas and clearer signage might help with that.

You can get stuck if you funnel to the button platform without the dispenser being on.

Hellraiza827 wrote:
In the room with the redirection cube,
Spoiler
what was the portalable wall above the door for?

I put the

Spoiler
funnel output on it, to fly and get the lasercube
.

the hills are alive... with the sound of music

Yeah, I wasn't a big fan of this map. It's mostly because the puzzle essentially doesn't make much use of portals. It was a neat concept, but ultimately this is more akin to something found in a different game like Half-Life or Resident Evil. As xdiesp reviewed, more helpful signs would indeed be a big boon for anyone trying to figure out which room they need to enter first and thus orientate the laser tower to it.

xdiesp wrote:
Hellraiza827 wrote:
In the room with the redirection cube,
Spoiler
what was the portalable wall above the door for?

I put the

Spoiler
funnel output on it, to fly and get the lasercube
.

That's what I thought. What I did was

Spoiler
place the funnel on the back wall, use it to crouch onto the ledge through the emancipation grid, and jump the cube over the grid.

This map was different, to say the least; but then, aren't all good maps different in some way? A thoroughly enjoyable and challenging map. It's only fault is a lack of autosaves - often forgetting to save, I found myself repeating maneuveres over and over again. Well done

'I'm just going to attempt a manual override on this wall...'

Triggers in this map are really poorly made.
If you go back after the entry door opens, it will close and you will get stuck.
The exit door repeatedly makes closing sounds even if it is already closed.
If you only partially enter the exit elevator, it will disconnect you while you are still playing.

Also consider using func_detail and area portals.

xdiesp wrote:
You can get stuck if you funnel to the button platform without the dispenser being on.

Can you please explain?

dhavalmistry wrote:
Can you please explain?

On the right, there's a room where you use a funnel to reach an isolated platform with a floor button on it. If the cube dispenser in the room is active (being hit by the lasers outside, I guess), then you can use the cube to disable the fizzler and leave. If it is not (happened to me, probably I didn't hit all the laser targets outside) then you can't place the cube on the button and you will be stuck there.

the hills are alive... with the sound of music
xdiesp wrote:
On the right, there's a room where you use a funnel to reach an isolated platform with a floor button on it. If the cube dispenser in the room is active (being hit by the lasers outside, I guess), then you can use the cube to disable the fizzler and leave. If it is not (happened to me, probably I didn't hit all the laser targets outside) then you can't place the cube on the button and you will be stuck there.

Yes I can see that. I will get on it right away!

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