Portal 2

Portal 2

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Escape from captivity v1.1
   
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Escape from captivity v1.1

In 1 collection by M1kke
Prometheus stories
4 items
Description
4th episode of Prometheus stories
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=74628068

There; You finally made the huge mistake of getting captured. Good thing your repair robot has a plan of releasing you... but you don't know how. You will anyway take your chances when you see Prometheus' shuttle craft above your prison ship.

Ver. 1.1
- Replaced some middle section elements and surfaces due possibilities for abuse
- Added drop button for cube
- Made the meteor in front of laser larger

Ver. 1.2
- Add glass above the turning plate to block ball throwing over etc.

I think this one is the hardest - as intended. You should save and load when see fit.

#F4F
7 Comments
M1kke  [author] 7 Oct, 2012 @ 1:38pm 
Ok, thanks for feedback. I blocked now the way you used to pass :) I wont be doing any more major changes to this map.... mainly because it takes 10minutes to build each time with my i7 :(
Mr Vapour Waterhandle 7 Oct, 2012 @ 1:19pm 
Yeah I'm pretty sure we're talking about the same thing there. So my advice would be to let the player back up from that gap with the portable walls you can see in the third picture. The easiest way would be a catapult I think.
M1kke  [author] 7 Oct, 2012 @ 1:10pm 
Yes, That was not intended - have to fix that, thanks! F6 is very recommended on this level, you are right - that is annoying. I didn't quite get what you suggested as the right solution, but the purpos was to hold the ball steady with blue tracktor and then change it as orange to get the needed thrust.
Mr Vapour Waterhandle 7 Oct, 2012 @ 11:09am 
Pretty cool map though, like the rest of the series :)
Mr Vapour Waterhandle 7 Oct, 2012 @ 11:08am 
Was what I did the intended solution? after getting the ball, laser cube, and the wall panel above the fizzler flipped, I portalled the orange beam there, and got in with the ball, to roll it over the platform above the fizzler there. It makes the receptor to shut down the fizzler there useless... I figured you might be able to get the ball rolling past the fizzler with it shut down from the 'thrust' of the orange beam after portalling it away, which would be a much neater solution if that was intended, but if that is so, on the sideskirt of the ship where you activate the laser, you should allow the player back up when you drop to the gap with the portable walls, else if you drop down there the whole plan is botched, which is annoying.
M1kke  [author] 26 Aug, 2012 @ 11:54am 
Thanks for the comment again! This map was also based on a tech-demo I made first (with the exit thing) so I wanted to keep it like that as a suprise for the player... workshop limits so many things needed to make this clear, so I decided just to do what was possible :D Ideas are welcome too!
mood3rd 25 Aug, 2012 @ 5:31pm 
thankyou
amazing design
portable floor area's were great, in conjunction with the tractor beam,
for going to the cieling / sky, to have a good view of your creation.
could not work out what the button fireing the laser & laser catchers were for.
I was surprised after putting the safety sphere & reflector cube on the buttons,
to see the light bridge & exit.

it is unusual to see maps where exit is hidden.
but no problem on this map.
I works for a better effect in my opinion.
please try, rate & comment on my map:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=91525552