Portal 2

Portal 2

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BEEMOD Demonstration: Triggering and Flinging
   
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13 Aug, 2012 @ 8:57am
13 Dec, 2012 @ 3:15pm
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BEEMOD Demonstration: Triggering and Flinging

In 1 collection by N-Sunderland
Complex Contraptions
18 items
Description
Remember the advanced chamber 18 in Portal 1, where you'd fling yourself of a platform, then another, and another... But every time you flung yourself, the portal on the previous platform would disappear?

Well, with BEEMOD, we can now do that.

Basically, I made four platforms sticking out of the goo, each one with a flip panel and a trigger_multiple on top. When you fling out of a platform, an SR latch is activated, which flips the panel on the previous platform. If you get stuck, then you can portal back to the start. In front of the portalable surface, I put a trigger_ multiple which deactivates the SR latches. There's also a fizzler to prevent you from cheating. At the end, there's a demonstration of the SR latch making an angled panel rise using a trigger, and how drawbridges can conveniently be placed right under doors.

Anyways, I hope this helps people understand the creative ways in which triggers can be used to improve their levels.
8 Comments
N-Sunderland  [author] 25 Aug, 2012 @ 6:10am 
It's not a stupid question, everybody takes a while to understand these things. Those laser rooms contain SR (Set/Reset) latches. These are devices that make somethings turn off when one button/trigger is activated, and turn off when another button trigger is activated. The main laser room has 4 SR Latches in it, so that the triggers can activate the flip panels on the platforms. The SR Latches all share one reset, so that all of them are turned off when you return to the beginning. You can check out my map "HOLD Gates, SR Latches, and Priority Switches" if you want to see how to build one.

The second laser room is an SR latch for the escape route in case you trap yourself in the pit.
ChuchoTheCatLord 24 Aug, 2012 @ 3:25pm 
so i guess this will be a stupid question but .. what's the functionallity of the laser rooms off map? .. yeah . im kind of slow for this kind of stuff :S
N-Sunderland  [author] 22 Aug, 2012 @ 3:05pm 
UPDATE: I've added an escape route in case you get stuck in the pit. I also removed the antlines within the SR latches in order to reduce the entity count.
N-Sunderland  [author] 14 Aug, 2012 @ 5:51am 
If it doesn't suit you, don't play it :) My next BEEMOD map won't be like this at all. It'll be demonstrating some cool uses for auto-portals (any suggestions?).
cyron43 13 Aug, 2012 @ 2:31pm 
Hi Nick,
Sorry to say that but I'm with Geneosis. My life is pretty stressful so I like to relax and I have no use for maps which make my adrenalin raise. Please don't take it as personal offense. It's just my preferences of playing. It's the same reason why I regret to have bought Quantum Conundrum.
Geneosis 13 Aug, 2012 @ 11:44am 
Well that's for skilled players :p And I prefer to take my time in this kind of flings ;) So that's not a problem about your test, just about how I like to play :p
N-Sunderland  [author] 13 Aug, 2012 @ 11:37am 
Is it that annoying? I could change the heights of the platforms to make it a bit easier.
Geneosis 13 Aug, 2012 @ 11:36am 
Well I like the technical system behind it, but the puzzle itself requier really too much skill for me XD