Portal 2

Portal 2

Secondary Fire: Something Old... [PART 4]
55 Comments
1-800-NOW'S-YOUR-CHANCE 17 May, 2024 @ 5:02pm 
I wonder why so many portal-related projects associate time travel with green..
Fireball19 16 May, 2021 @ 5:19pm 
2021 and we still play your maps. Shows how good they are. Keep up the good work .Hope you're still making test chambers. :steamthumbsup:
SpielSatzFail 3 Mar, 2021 @ 12:38pm 
Very entertaining series, thumbs up :-)
hub 9 Feb, 2021 @ 5:58am 
:cupup:
Instantiation 10 Aug, 2019 @ 7:35pm 
https://youtu.be/bgoBqJ7i6Hs

Only one portal and a room full of turrets? A bit more dangerous than normal.

The destroyed look turned out great.

Surface division! I was not ready for the sideways room. Fortunately 'just try' sometimes works.
𝔞𝔩𝔭𝔶 27 Dec, 2017 @ 3:10pm 
that was the best map I ever play:steamhappy:
Light Warrior 28 Dec, 2016 @ 4:25pm 
Thank you for your wonderful reply, which shows that all your decisions were preceded by careful thought. None of my criticisms were a very big deal, and I appreciate your responses and your desire to do things the way you did. Simply, my thinking of what makes a test chamber great (especially with regard to the secondary-fire) is that I picture Aperture Science consistently doing only what is necessary. Your desire to use secondary fire is more than enough reason to do it; that doesn't translate to Aperture doing it. Thanks!
Rubycario  [author] 13 Dec, 2016 @ 11:06pm 
*CONTINUED*

As for the secondary fire, that was purely for aesthetic reasons. To stand out. There's no real logical reason to it because I didn't think that of all things required one. It doesn't make a difference whether the main portal is blue or orange, but I wanted to further set these maps apart from other fantastic Portal projects, especially ones that gave me inpiration for single portal map making.

As for the fields rather than doors, I explained above. They where meant to be used in more difficult and diverse ways, one of which including both sides of the field to lead to two entirely separate locations. (ie, the back leads to a room with a button, while going through the front leads to a room with a cube)

Anywho, sorry for the long post, but I hope I was able to clarify a few of the questions you had. Thank you for your critic, it's very much appreciated! :D :p2orange:
Rubycario  [author] 13 Dec, 2016 @ 11:06pm 
@Light Warrior
Thank you for your critic, the time you put into that is something I honestly do appreciate. :) Now, allow me to explain why I did what I did here.

Before anything I should say that this was more or less a tutorial bed for these green fields. I had more difficult and engaging tests planned for them in the future, but never got around to them do to my, unfortunate, dwindling interest in Portal. So, that's why I used these over doors. I'd reccomend checking out FourthReaper's Penrose maps to see what these fields are capable of in a more advanced setting. :)

The gravity flipping, I assume you mean in the destroyed room, correct? Was mainly to show that these fields could alter how the player percieves gravity in the chamber. Instead of flinging straigt up and falling right back down, you're instead flinged upwards into a room where you land safely. This concept was to be expanded on in future maps, but as stated I never got to them.
Light Warrior 30 Nov, 2016 @ 4:02pm 
This is a very good test, with wonderful, foreboding atmosphere, music, and aesthetics. However, it falls short of being excellent because of numerous things about it that I don't understand. First, I didn't like the gravity flipping, and I don't understand why it was necessary. Second, why only secondary fire, and not primary? Just to be different? I saw no logical reason for it. Third, I don't see why certain walls had to just vanish and instantly rematerialize, when you could have had them just open and close.
wildgoosespeeder 14 Sep, 2015 @ 9:03pm 
I see you took Fourth Reaper's Penrose mechanics and put it in a monoportal map. Nice.

Fourth Reaper Penrose:
http://www.steamcommunity.com/sharedfiles/filedetails?id=71863678

Oh yeah, the first ball, might want to either have the ball respawnable by button, change the button to a ball button, or Hammer in an anti trap measure.
tu7650x 11 Sep, 2015 @ 7:33pm 
Nice one dude. Fun and original use of assorted grids coupled with good old single portal goodness.
Petutski 28 Jul, 2015 @ 7:35am 
Very unique and fun!
hsuzumiya6 27 Jul, 2015 @ 10:15pm 
All up, this was my favourite in the secondary fire series.
Hellraiser 19 Jul, 2015 @ 6:38am 
Thanks mate. I actually just had to decompile one of my own to see how I managed to get something working. Odd that I did it back then combining Hammer and PTI, but couldn't do it now with Hammer alone :/
Rubycario  [author] 19 Jul, 2015 @ 6:12am 
Haha, yeah I've done the same from time to time if I really get stuck on how to make something work. I wish you luck with your projects, and I'm glad you like the maps I've released thus far! :)

:p2orange:
Hellraiser 19 Jul, 2015 @ 5:26am 
I did look for the textures, and found them.

Obviously I wouldn't reupload content. That's just disgusting behaviour. And I assume someone would eventually notice it's a clone if it ever got anywhere.

I do like reusing concepts, but never just copy/pasting. The only time I'll decompile a map is to look how something is done, if I cannot figure it myself.

Loved the maps, by the way :D
Rubycario  [author] 19 Jul, 2015 @ 5:03am 
Lol, yeah I get creative with it sometimes. xD I don't mind if you decompile my maps, all I ask is that you don't reupload it in anyway. (i.e. change the textures and lighting and reupload it, or just straight up reupload it) That, I'll have a problem with.

As for the custom fizzler textures, they where all created by FourthReaper, are free to use, and can be downloaded from the link below. :p2orange:

http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1597
Hellraiser 19 Jul, 2015 @ 3:39am 
Sorry if you don't like people opening your maps, but I've always wanted to try changing colour of a fizzler, so I checked if you were using a custom texture. Obviously you are, seeing pure white in Hammer.

But I LOVE these entity names. Commander_Bob, da_musacs, love it xD
Wolf bytes 5 Apr, 2015 @ 9:29pm 
Very nice. Definately a favorite!
Rubycario  [author] 5 Sep, 2014 @ 10:38am 
Did you download it using the Workshop, or straight through TWP? I don't think I've updated the TWP file just yet. The site has been giving me trouble lately, so I haven't really gotten around to it. And thanks for letting me know. :p2orange:
The Sojourner 5 Sep, 2014 @ 4:29am 
Also, it appears that the Full Compile -both -final mode wasn't used.
The Sojourner 5 Sep, 2014 @ 4:06am 
Somehow I saw the white texture in the first area where the upside-down button was...
Anyway, good to see you back on the workshop :p2cube: The purple field is known as the "smokescreen" field.
RedneckTexan 27 Aug, 2014 @ 6:19pm 
Top shelf chamber
dire.fcs 25 Aug, 2014 @ 2:30pm 
Great map and excellent design (I'm not a great fun of one portl only, but this map that is almost unnoticible! Thumbs up
jgaultney 25 Aug, 2014 @ 11:54am 
Great map!! Now I'm going to have to go back and check out the previous ones :)
MadRat1171 25 Aug, 2014 @ 3:46am 
Cool map ! Make more :)
Malfaction 24 Aug, 2014 @ 2:54pm 
LIked it! Thumbs up!
Rubycario  [author] 24 Aug, 2014 @ 12:12pm 
Everybody, good news! I figured out what exactly happened with that little bit of wall that had missing textures, turns out I have some sort of "betapack" folder with identical textures in it. I've fixed the issue, and am working out a few other little kinks before I release the updated chamber. So, I will release it as soon as I can. Thank you for your patience, and I apologize for the inconvienance.

Sincerely,
Justin S
:p2orange:
big red foot 24 Aug, 2014 @ 10:30am 
Fun
Rubycario  [author] 24 Aug, 2014 @ 8:49am 
I don't even know what you mean by BEEMOD2. Maybe that's what's conflicting with things. Nonetheless I'm still looking into it. I'm honestly stumped as to what is breaking the game so badly.:p2orange:
dmuk 24 Aug, 2014 @ 1:31am 
I also saw the pure-white panels around the upper pedestal button the one you have to momentum-jump up to from the railing. Am running BEEMOD2...
not-paradiser 23 Aug, 2014 @ 10:07pm 
great job
Jade BGE 23 Aug, 2014 @ 6:48pm 
Nice. Didn't need to deactivate the fizzler in the second room. Fun map, thanks
-Chaos Smoker- 23 Aug, 2014 @ 6:09pm 
Man, this map was just about awesome, excellent work with this new tech
Rubycario  [author] 23 Aug, 2014 @ 3:45pm 
That's quite odd. I just used standard black metal wall textures there. I'll look into it for sure, but I'm not entirely sure that's a problem on my end.

If anyone else encounters the same issue, please let me know. Also, if anyone has any insight on how to fix these, by all means, let me know so i can fix it. :p2orange:
Rubycario  [author] 23 Aug, 2014 @ 1:14pm 
@quaternary Can you provide an image of this? I'm not exactly sure what you mean by, "Pillar Button." And thanks for the heads up, I'll get to fixing that little exploit you found. :p2orange:
dmuk 23 Aug, 2014 @ 12:07pm 
A repulsion (aka "bouncy") gel map would be interesting, especially if it used some of the less-seen applications (ceilings, coated mutant cubes, lightbridges, etc.) The "old" style textures have a nice feel to them; encourages me to try more unusual mechanix, too...
quat 23 Aug, 2014 @ 11:40am 
Oh, and I didn't use the fizzler button in the room with the 3 turrets. Pop an orange portal up close next to the fizzler and walk through the blue one.
quat 23 Aug, 2014 @ 11:40am 
Some space around the first pillar button is pure white, did you forget to pack a texture or something?
Rubycario  [author] 22 Aug, 2014 @ 9:09pm 
Lol, wasn't meant to be a Doctor Who reference, but tell you what, if I can think of a Secondary Fire map involving Repulsion Gel I'll title it, "Something Blue." :p2orange:
dmuk 22 Aug, 2014 @ 8:40pm 
Nothing BLUE (oh; the static portal... and the team... well, nothing -much- borrowed...)

Good set of tests; one doesn't see these mods often anymore.
Rubycario  [author] 22 Aug, 2014 @ 10:06am 
Thanks Doom. :)

As for the Orange Portal being fired instead it's actually more of a personal preference of mine. I think it started way back when I played Portal: Still Alive on the Xbox and went for the "Out of the blue" achievement. That, and it's just different from what people normally see. I think I've only ever seen the Orange Portal be used in Portal: Prelude. Most of the time, it's always the Blue one the player is left with. Doesn't change anything, it's basically just because. xD

It's also where I got the name for the map series as you're firing the secondary Portal instead of the primary. (Couldn't take Blue Portals, and Primary Fire doesn't sound as good)

I'm glad you liked that fling, too, it's my favorite part of this map as well. I was almost afraid to use it because I wasn't sure doing it was obvious enough.

Anyway, thanks for the feedback. I really do appreciate it.
Clearly Mad 22 Aug, 2014 @ 9:49am 
Really good map. However, I find it strange that you chose the orange portal to be fired instead of the blue one, as it doesn't change anything in the gameplay.
The puzzles were brilliant and it looked good. This is definitely one of the best single portal puzzles out there. The first fling to get to the button is my favourite part, I'm surprised I haven't seen that before.
Rubycario  [author] 21 Aug, 2014 @ 7:52pm 
Thanks quatrus, I'm glad you enjoyed it. :)
quatrus 20 Aug, 2014 @ 4:33pm 
So nice to see one of your maps again - yes some of us old Portal players do remember the good mappers....Thanks for creating or is it resurrecting? fun map...
Shane 20 Aug, 2014 @ 2:42pm 
It's true, I simmer when I see your name <3
Rubycario  [author] 20 Aug, 2014 @ 1:06pm 
Sticks and stones my friend, sticks and stones.
tanger2b 20 Aug, 2014 @ 11:38am 
Yeah, but he told me he REALLY hates you. Right to my face. Are you gonna take that?