Portal 2

Portal 2

662 ratings
Salvation - Part 4
   
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16.246 MB
21 Nov, 2015 @ 10:04am
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Salvation - Part 4

In 1 collection by Fox
Salvation
8 items
Description


Puzzle Difficulity - MEDIUM

Map design - Redstoncraft

Thank you for taking part in this Aperture Science Activity.

All Salvation maps are here : Salvation

Other Maps:
Salvation - Part 1
Salvation - Part 2
Salvation - Part 3
Salvation - Part 4
Salvation - Part 5
Salvation - Part 6

Redstoncraft's workshop is here: Redstoncraft's Workshop

Portal Mods:
Portal 2: Timex
Portal: Escapent
Portal: Last Hope

Thank you for playing!
51 Comments
Challah_Money 5 Mar, 2021 @ 11:16pm 
Dude, you NEED to increase the angle on the angled panel. Way too shallow and it took me so many tries I was sure I was off track.
canticle 18 Apr, 2020 @ 7:49pm 
Had the puzzle logic figured out but after the third time of just missing the landing on the fling I just noclipped it.:steamsad:
Winnie Wheatley 26 Sep, 2019 @ 5:06pm 
:theta:ne more great and short test! Enjoyed but final jump took about twenty attempts. Thumbs up! :steamhappy:
SpielSatzFail 7 Jan, 2018 @ 1:42am 
I like the series, but I also have to critisize that hard to execute jump :-(
Fox  [author] 1 Apr, 2017 @ 8:19am 
Yea ik
dvdbillen 1 Apr, 2017 @ 7:50am 
I don't like to criticize stuff people did for free but too hard to make the jump and then you have to do it again.
tu7650x 26 Aug, 2016 @ 4:58pm 
The first fling using the timed angled panel is so borderline momentum wise that it took several attempts before I made it... This IMHO is not good design... difficulty should reside in solutions difficult to figure out, complex sequence of operations to perform... not in making jumps difficult because the player has barely enough momentum to make it to the exit side.
pjparker16 15 Jul, 2016 @ 2:26am 
I dont know how I feel about this series, yes, the solutions are quite simple, but the executions of those solutions are horribly hard, which leaves you frustrated.
The Sojourner 7 Apr, 2016 @ 8:41pm 
So far, the puzzles (and even the looks for the most part) have been great throughout the series. Little things you can do for improvement:

> Check the lighting. It felt off in places. Maybe using some info_lighting entities might help. If you're using a light_environment, check the Pitch and Ambient keyvalues (Pitch should be somewhere around -90 and Ambient should be around 300+ for intensity).
> Add a soundscape. Try some of the Testchamber_Destruction.Intro_* sounscapes.
> One thing that caught my eye: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=661240089

Let's hope you've become a better mapper by the time I have posted this comment, and that if you have, you could look back on these maps with a little laugh :p2aperture:
Jaskador TTV 5 Apr, 2016 @ 9:41pm 
That jump is purely based on RNG to decided if you're gonna land or not, really annoying to have to retry 20 times in order to make it. This should be fixed so the jump always works. I mean, it doesn't "nerf" the overall understanding of the puzzle, beacuse this is just more frustrating than anything else. Other than that, puzzle is cool. Great work.