Portal 2

Portal 2

Wipeout Zone
27 Comments
Aneonen  [author] 10 May @ 9:30pm 
Thank you for playing, mentallentil! I appreciate you sharing your experience - I'm glad that it gave you so much thought.
mentallentil 4 May @ 8:16pm 
One of the most creative maps I've played in a long while. I woke up this morning with the ending state clear in my mind, despite having not played the map for nearly two months. I find it much easier to solve puzzles when I have a set of goals I can work towards; the ending here eluded me for long enough to abandon the map as soon as I got the second cube. I was able to work out everything in only one day after finding it though! As Nobody No-One said, the distinct slope design and surrounding geometry were great at communicating the validity of the slope move. The hardest part for me (after my mental block with the ending state) was redirecting the button laser instead of blocking it—easy in retrospect but still an insanely cool subtlety. Being forced to think about pistons in a way I never have before was a cool experience. Certainly the most use I've seen of a singular "normal" portal, super impressive stuff! Faved :love_seagull:
masaltzero 12 Jul, 2024 @ 9:20pm 
wish me luck i guess
jandlml 6 Apr, 2023 @ 7:58pm 
its ok, im a pretty good player but these maps are causing me to have to think in a totally different way. so it may take me awhile to catch on. this game keeps evolving with all you new creators. its great!!
Aneonen  [author] 6 Apr, 2023 @ 5:35am 
Sorry to hear that jandlml - this one is certainly tough!
jandlml 5 Apr, 2023 @ 9:07pm 
ugg had to watch the entire walkthru on this one and still couldnt do it right. man im not doing well on your maps lately
Aneonen  [author] 6 Jan, 2023 @ 8:48am 
Thanks horse! That decision was the introduction of the button. During development, I found that I was struggling to free myself from connection minimalism; I already inputs for two autoportals, two droppers, and a fizzler, but still had this understanding that the fizzler needed to be more interactive. I had recently been playing a lot of Fumbly's work, and I noted that several of her puzzles introduced connections that induced elegant puzzle structure without being as 'loud' as my usual connections. In particular, a couple of these included button-laser connections, (e.g. Snakes & Ladders , Ostracised ) which I had feared would be too weak, so I tried one. I actually played Drawback after developing a lot of the button's structure, but it reaffirmed that a laser-button connection could be very generative. Fumbly isn't the only person to use such connections, of course, but I would still cite her work as having influenced that choice.
horse 6 Jan, 2023 @ 12:44am 
Fantastic puzzle! It's amazing how many cool uses you've found for zones. All the moves Nobody No-One mentioned were great aha moments, with the cube sliding down the slope taking the longest for me to see. Amazing work as always!

By the way, what was the "small but critical design decision that was influenced by Fumbly Bumbly's work"?
Aneonen  [author] 4 Jan, 2023 @ 2:05pm 
Thanks a ton Dolphiner! Indeed, in a map as restrictive as this it is quite easy to forget how long-range the portal gun normally is!
Dolphiner 4 Jan, 2023 @ 12:15pm 
Not much more to say than what you've heard me say already, a fantastic behemoth of a map. That portal shot at the end is absolutely evil :p Two hours of my life spent searching for an impossible state that was so close . Definitely one of my favourite maps in the game, great job on it! :steamthumbsup:
Aneonen  [author] 26 Dec, 2022 @ 8:14pm 
Thanks Oblivious Owl! I'm very happy to hear you enjoyed it
Oblivious Owl 26 Dec, 2022 @ 6:43pm 
Whew, finally solved it! That was an amazing puzzle! There was an awesome amount of reuse and just about every move took me way too long to see :steamfacepalm:
Aneonen  [author] 26 Dec, 2022 @ 9:04am 
Thanks Mr Fab! Indeed, I think I underestimated the difficulty of this one - author's curse!
Mr Fab 26 Dec, 2022 @ 12:33am 
Oh boy the zone is back !
And I spend a lot of time on it, so much time in fact that I changed the description :steammocking:
This was unique, well designed, logical and HARD :steamthumbsup: Favorited !
Aneonen  [author] 21 Dec, 2022 @ 12:31pm 
That's great to hear; if you look at the attached images, you can see that originally I used the same slope design twice for consistency; I changed it after realizing that the suggested move might then appear too obscure.

Indeed, this map is mono-portal in a very literal sense!
Nobody No-One 21 Dec, 2022 @ 11:04am 
It definitely was a surprising move, but I had eliminated almost all other possibilities after that point, and the fact that that slope was differently constructed than the other slopes also helped suggest it. Also, I meant to say, I didn't quite realize until a few minutes into playing the map how literally you meant "2 of which are hogged by orange autoportals"; I'd assumed I'd be able to shoot blue portals on those surfaces when the autoportals weren't there, but nope, there was literally only one accessible surface.
Aneonen  [author] 21 Dec, 2022 @ 8:28am 
Thanks Nobody No-One! I'm especially glad that the slope move was comfortable - that particular setup drove some anxiety and I've been making some adjustments to balance it. Those piston platforms indeed fit quite nicely; they resulted from trying to find the minimum amount of structure that could obstruct the player's path.
Nobody No-One 20 Dec, 2022 @ 9:25pm 
Brilliant map, with several extremely satisfying "aha" moments. The most notable of those was that towards the end I could use the weighted cube to block the relay from the diagonal; I had figured out pretty much every move before and after that, and once I got that, the whole thing came together. The ghost cube was another aha moment, as was the fact that I could slide the reflector cube down the slope to block the secondary laser. Besides those moments, I had to use a lot of deep logic to figure out what was or wasn't helpful - I found the ghost cube sequence fairly early on, but after that I did a sequence that I thought brought me to a helpful state, but after taking a break and thinking about it I realized that I could've gotten to that state a long time ago, so I had to think of new approaches. Also, the use of the piston platforms as obstacles was brilliant and very devious, and the exit condition was quite clever. Definite favorite.
Aneonen  [author] 20 Dec, 2022 @ 5:45pm 
Thank you for playing DiDo! That move you mention is certainly bizarre, and I'm a little sad that I wasn't able to quite make it 'nicer.' It's also something that you'd only ever really see in this environment, so I do wish I had the time/energy to maybe make a few more intermediary puzzles that could adjust players to this type of thinking. I'm still very happy that you've checked it out!
DiDo Killer! 20 Dec, 2022 @ 1:19pm 
I spent a while but I couldn't come up with the first move. I'm glad I watched lapicidas video because never I'd have considered that I could snatch the cube through the portal. It was a bit overwhelming for me I guess. Thanks for sharing still :]
Aneonen  [author] 18 Dec, 2022 @ 7:16am 
@lacipidas Glad you got it! That part you were missing is certainly very sneaky and is aided by a different perspective.
@2021.4.30 Your solution is absolutely correct - nice! Thank you for playing!
lapicidas 18 Dec, 2022 @ 5:05am 
The problem with me is that I often think too complicated :steamsad:
The solution is so simple !!!
As I said, from time to time you just have to stop playing and it clicks :steamhappy::steammocking:
lapicidas 17 Dec, 2022 @ 7:58pm 
When I played it again I had to realize to my shame that I can not solve it anymore. Either I can't find the decisive move in between anymore or I cheated during the last playthrough. I've recorded what I have so far, divided into two videos:

The start and how to get both cubes: https://youtu.be/ApMmLrht-0Q :p2blue:
The way to reach the exit area: https://youtu.be/b56IRirubqg :p2orange:

I already showed my videos in advance to @Aneonen and therefore he updated the map to give us a hint about the missing move. But I can't find it until now :steamsad:
Will continue to look for opportunities.

Maybe one of you has the decisive idea.

Btw: It doesn't change my good opinion of this map. It is impressive how many unintented moves are prevented by interesting buildings. It's really fun to browse through the map and look at all the details. Fantastic work :steamthumbsup::steamthumbsup:
Aneonen  [author] 15 Dec, 2022 @ 2:59pm 
Thanks lapicidas! It's great to hear that it sounds like you got caught up in the puzzle's main question; I'm glad you enjoyed!
lapicidas 15 Dec, 2022 @ 10:23am 
Fantastic map !!! The last moves to get into the exit area were clear to me, but with the constellations before I had to ponder for a long time. Exceptional puzzle, great compliments. And also wrapped in a beautiful scenery, very good work. I will try to make a solution video, but wait with the upload so that all players can still tickle their heads a bit. It's worth it!
Narkodes 14 Dec, 2022 @ 8:43am 
Very challenging map. Great to see that the zone concept has its purpose and isn't overdone yet. Fantastic work, thumbs up. :carrioncocoon: