Portal 2

Portal 2

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BlacKy #10 - Cuban laser crisis
   
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BlacKy #10 - Cuban laser crisis

Description
Happened at October 1962, this crisis is generally regarded as the moment in which the Valve War came closest to turning into a laser conflict.

After Valve had placed nuclear missiles in Aperture Laboratories and Sierra Studios, and the failed attempt to overthrow the Cuban regime, in May 1962 Gabe N. proposed the idea of placing VALVe's laser missiles in Cuba to deter any future invasion attempt.

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Changelog:

* Made the flip panel's wall to be unportable to prevent further stuckingness.
* Added some more lights at the upper room.
* Added screenshots.
* Made a few tiles to be unportable to prevent abusing certain momoentum jumps.
* Moved the pressure button upstairs to make its antline more visible.
33 Comments
BlacKy #SlavaIsraelini  [author] 3 Aug, 2014 @ 12:35pm 
Try my video walkthrough to get some clues about where ur stuck at.
stormsend 3 Aug, 2014 @ 11:38am 
Sorry I failed miserably. I guess I'm not used to this many elements right up front. Kept getting lost. O well, I'll check out your other chambers.
BlacKy #SlavaIsraelini  [author] 24 Jul, 2014 @ 12:10am 
BlacKy #SlavaIsraelini  [author] 23 Jul, 2014 @ 5:36am 
Good to know. But im kinda against all beemod maps, because the unpredictability they offer. People set 'invisible traps' that everytime u step on a seamless innocent tile, something happens. People exploit it too much so im kinda against it (less logic and more unexpected stuff). Thanks for the light strip tip tho. I have made a video walkthrough for the 2 maps and gonna upload them tomorrow, its after the latest change, which u have kindly exploited :D.
toncica 23 Jul, 2014 @ 5:16am 
Yeah, custom paths for antlines would be great. For the most part you have to anticipate how they will run and shape the room and design the layout of the elements according to that. You can "bend" them a little to you will with light strips. When using Beemod 2 there is another element that forces antlines to a different path similar to light strips but without leaving a visible trace, it's creatively named "antline router".
BlacKy #SlavaIsraelini  [author] 23 Jul, 2014 @ 5:05am 
Heh if only i could set a costum path for antlines...
I've tried to balance the map with antlines and symbols. Sadly, the editor only gives 10 symbols and when u put the 11th symbol its gonna look like the 1st, the 12th will look like the 2nd, and so on. I guess they havent designed the editor to be compatible with people like me, (aka my #3.5 puzzle) hue hue.

Sadly when it comes to portal 2, my logic brain isnt as developed compared to my 'lets make them suicide with some frustrating tests' brain :) Everytime i see a small and completely logical test i be like 'ohh damn how come i havent thought about it myself?!'. Annoying.

As for this particular map, its a Cube map. If u havent seen the movie series then u wouldnt understand the meaning of 'Cube' - A series of cube-shaped rooms while each has its own trap. Deadly traps in the movie series, but more logical traps in Portal. I have made 3 cube maps, inspired by the 3 movies (this is the 3rd and last map).
toncica 23 Jul, 2014 @ 4:50am 
I don't think you can call anything I did "unethical". :D Everything was legit, being generous with portalable surfaces often opens up ways of using momentum and the player gladly accepts that offer. It's the job of the author to prevent that if that's not his intended way.
About following connections, with symbols you just have to find and memorize them, the more there are the more work it is. Antlines should be no work though. You must have seen that I wasn't sure a few times which one went where because they are touching and crossing each other. If you play one of my maps you will see how strict I am with antline routes. I never let antlines from different elements touch and antlines must never cross each other.
BlacKy #SlavaIsraelini  [author] 23 Jul, 2014 @ 1:29am 
* Made a few tiles to be unportable to prevent abusing certain momoentum jumps.
* Moved the pressure button upstairs to make its antline more visible.
BlacKy #SlavaIsraelini  [author] 23 Jul, 2014 @ 1:11am 
Hmm, well just like the last map u've tried, everything had an antline/symbol attached so u could have just follow some of them to see what they operate. So yea it wasnt a pure logical puzzle, which i guess this is your standart, but everything had a path of 'what to do now', in my opinion anyway.
Im kind of glad that u've used some unethical ways to get to stuff, i can change a thing or 2 like several momentum jumps u have attempted that werent intended, not to mention the 1st momentum jump to reach the wall pedestal.... not exactly how i wanted people to get it, and overall, no momentum jumps required which arent used with gels , so thanks for trying those weird ways :D
I will make a walkthrough to this chamber as well as #9 soon.
toncica 22 Jul, 2014 @ 5:36pm 
This one got a little out of hand with the number of connections. Would be interesting to count how many there are. It felt like most of the time I wasn't thinking about logic but I was busy finding out where does this go, where does that go, wait.. there are two more symbols... where the f... ;)
In the end I was glad to make it through, a few tasks were nice but I'll mostly remember this test as work. my blind run: http://youtu.be/Ih1oaWt2W8M