Portal 2

Portal 2

The Red Death
21 Comments
Petutski 9 Jan, 2016 @ 4:13am 
First criteria of a great map: great fun! Not here. This is more arcade than portal. Hated it.
JoeyZio 7 Jun, 2012 @ 2:27pm 
Great map. I loved the fast-paced action of it, which is something I've rarely seen in PeTI maps. Although, I have to agree with the other commenters about redesigning the last room. I ended up "cheating" on it by flinging myself over instead of the cube, then grabbing a turret to use as a shield as I quickly run for the door.
Arcana Prime  [author] 4 Jun, 2012 @ 7:48pm 
Yep, perhaps I will be giving this one a major overhall in thee near future. At least that last room, anyway.
tiagoling 3 Jun, 2012 @ 7:53pm 
You NEED to add a reset button to both cubes in the third room. I somehow managed to miss one of the turrets and then I could not do anything else because I could neither get to the cube nor cross the turret protected area... If I may, I would suggest you to change this area: remove the turrets and, instead, place funneled guided buttons surrounded by goo that open the exit door and require the flinging trick in order to be captured in the funnel.

And lastly, I have to (partially) agree with xcom's comment: this type of map can be frustrating for some people due to the constant error=death atmosphere. But I wouldn't thumb it down. ;-)

And that ends this über-long feedback. xD See ya!
tiagoling 3 Jun, 2012 @ 7:52pm 
I think the first two rooms are fine, I would only recommend more light in the first room, unless the lack of it is premeditated.
The third one can be very annoying, as in: I started the map loving it and finished it hating it.
First I tried flinging myself with the cube (sound familiar?) without success. Then I tried flinging the cube in its first fall, only then I used the infinite loop to gather more momentum and hit the turrets. It gets annoying in the infinite loop because the cube easily hits the portal's edge and starts rotating in mid-air, deviating itself from the lower portal.

(Post 2 of 3)
tiagoling 3 Jun, 2012 @ 7:52pm 
Well, first things first. As a "boss fight", you sure did hit the 'epic' button xD.

Now to more serious stuff. I loved the concept of laser delay with the turrets, the first time I played the game I stood still waiting to see what would happen and laughed at what did. The only negative aspect of this is that the camera gets VERY shaky with all the exploding turrets around you which can be annoying, especially in the last room.

(Post 1 of 3)
Arcana Prime  [author] 1 Jun, 2012 @ 10:26am 
Doh! Well, it is the "boss encounter" of my collection . Your description is quite accurate, though, it is a timed puzzle that requires you to figure things out quickly or you die. I made it realizing it was not everyones cup-of-tea.
XcomReborn 1 Jun, 2012 @ 8:08am 
This map combined all the elements of an unenjoyable portal map, time limits and death before you can figure out what to do. Forcing you to start again. Thumbs down!
Arcana Prime  [author] 31 May, 2012 @ 5:36am 
You are correct, dill. The fizzler is a new addition to prevent an exploit. Were you having problems with the cubes hitting the fizzler? Is their trajectory not consistent enough to get over? I was worried about that, but after many play-throughs and adjustments I thought that I had eliminated it.
Tiberius 30 May, 2012 @ 9:42pm 
Great puzzle! To get the cubes to hit the turrets in the third room you have to do the infinite loop right? If so, getting the cubes to actually get over the fizzler right and hit the turrets right can be a bit finnicky. But really, great map! I really liked it.
Arcana Prime  [author] 29 May, 2012 @ 6:38pm 
Thanks again, steven. I have made the changes you suggested. I think it is still possible to get the cubes past the fizzler if you try hard enough, but even then there is a good chance you will get gunned down by the turrets in the process. If I put the fizzler anywhere else it breaks the way I intended the puzzle to be solved.
PentaPenta 29 May, 2012 @ 5:12pm 
If I might leave one last suggestion: you might want to add a fizzler between chambers 2 and 3. While playing the third chamber, I placed my first portal under the cube, which portaled it back into the second chamber (out of reach).

Just a thought.
Arcana Prime  [author] 29 May, 2012 @ 1:57pm 
Good idea. Thanks for the suggestion, I'm going to implement it as soon as I get a chance
PentaPenta 29 May, 2012 @ 1:11pm 
I actually watched the video after I commented. Vey cleaver.

As for the problem, a fizzler at the gap in the glass would do the trick. (just to make sure they dont take anything with them)
Arcana Prime  [author] 29 May, 2012 @ 11:29am 
Hmmm, yes, that would be an unintended exploit. I'll have to do something about that as it does not sound very fun. There is a youtube video of a play through you can check out here if you want to see what I intended.
PentaPenta 29 May, 2012 @ 10:42am 
I don't have a clue of what ur supposed to do on the last chamber, but if u do it correctly, u can use the two cubes to block the bullets of the turrets and slowly but suredly knock them over and make it to the exit.
Arcana Prime  [author] 29 May, 2012 @ 8:10am 
Haha, yes it does. Hopefully you were not wearing one of the polyester test suits.
nini 29 May, 2012 @ 8:00am 
it burns
Venzny 25 May, 2012 @ 6:13pm 
Yeah, don't fret about that. My maps aren't exactly wonderful.
Arcana Prime  [author] 25 May, 2012 @ 5:12pm 
Thanks for the heads-up, Spakku. It has been rectified. I have added your Laser Floor map to my queue and will leave feedback accordingly.
Venzny 25 May, 2012 @ 3:27pm 
Laser walls should be moved lower to the ground. It's possible to duck under them and that gives you a rather long time to clear the last room.