Portal 2

Portal 2

Prison Escape: Act 4 (RE-LOADED)
81 Comments
Phaaze 25 May, 2021 @ 7:06pm 
I smuggled the laser cube into the conversion gel room but couldn't figure out how to smuggle it further. If only vertical portal bumping was a thing!
joe98 17 Jul, 2018 @ 11:48pm 
Nice easy one thank you
ErikDe 9 Mar, 2016 @ 11:16am 
Actually I don't like the elevator going down the water,at least there should be a savepoint because you can die easily there (even before when jumping to get the cube). Except for that, an easy (not meant negatively, I like the easy ones), but fun level, like the rest. Good job overall :)
Destructor 21 Dec, 2015 @ 10:13pm 
there are a couple unneeded elements but otherwise a good level!
Petutski 25 Jul, 2015 @ 5:02pm 
Nicely done, logical, and fun!
ProfDave3d 20 Jun, 2013 @ 10:40pm 
Thanks for the cool level. I might have a "kill two birds" suggestion, based on something I accidentally did.

When I saw that Companion Cube through the glass overhead, I thought it might be a clue that I needed to go back down and collect the Companion Cube that helped me take the elevator past the poison.

And I DID IT! Maybe that should be part of the puzzle...? You don't get a second cube (Companion or not), but you have to go back and retrieve the first one. I wonder if that would please the people saying the level is too easy.

Hmm... I wonder if anyone but me is still playing Portal 2. (I just reinstalled it and I'm playing the user-built levels for the first time.)

Thanks again.
blinkpen  [author] 22 Mar, 2013 @ 5:55am 
thank you. much appreciated!
mikemoody 19 Mar, 2013 @ 10:00pm 
Thanks for the Great game play. Your maps are always good. Thumbs up from me.
Awsum0 10 Feb, 2013 @ 8:15am 
Here's a playthrough of this level:
http://youtu.be/7Cc98InuKXo
Bayram 2 Feb, 2013 @ 7:26am 
A bit longer than the prevous maps, but still far to easy. The prison theme has gone, and so has my interest, but I might as well play the last act ...
Hard 6 Dec, 2012 @ 8:26am 
a simple test
blinkpen  [author] 8 Oct, 2012 @ 8:54pm 
I took loads of time and weeks and months working with Hammer and the lack of tutorials online and whatnot, and all the hard work trying to get shit to do what I wanted, I just said fuck it. Besides that, anything that has to do with 3D gaming, I cannot for some reason ever be successful with 3d programs cuz they always mess up one way or another.
The Sojourner 8 Oct, 2012 @ 6:14am 
Probably because people don't really take the time to learn how to use it properly. I know I can be a harsh critic when it comes to Hammer maps though, and that's because I prefer to see some significant changes (more than just some signage or textures, or that one little thing that the mapmaker is desparate to include in their Puzzlemaker map that they can't add with the Puzzlemaker) made when it comes to Hammer maps that are based upon Puzzlemaker maps. Such tweaks needn't be hard!
blinkpen  [author] 7 Oct, 2012 @ 7:15am 
Hammer is a real bitch to use and it frustrates the crap out of me.
The Sojourner 20 Sep, 2012 @ 3:38am 
Nice job fixing the propulsion gel ramp, but why the companion cubes when they're hardly being used as such?

Also, carol is right. The way you constructed your map (actually your whole series) still says "Puzzlemaker" in its skeleton. In fact many Hammer made or Hammer tweaked maps are waaaaaay overrated.
Cysiek 16 Sep, 2012 @ 9:55am 
enjoyable
blinkpen  [author] 17 Aug, 2012 @ 11:58pm 
thanks
Sir Rathc0cK 15 Aug, 2012 @ 7:23pm 
cool test, a bit simple but i like the bridge at the begining.
LPChip 10 Aug, 2012 @ 11:22am 
I have to agree with carol. It had a bit more of an escape feel than the previous one, but it was just too simple.
carol 4 Aug, 2012 @ 1:38pm 
For me this has lost the feel of the early Prison Escape maps - it feels like a normal PeTI map (which is it) with a few decals added in Hammer and isn't very challenging.
thewalkinglink 23 Jul, 2012 @ 5:39pm 
this is really good.fantastic job.
blinkpen  [author] 19 Jul, 2012 @ 12:00pm 
thanks!
Catsy 19 Jul, 2012 @ 11:53am 
Thanks! I'm glad you like them. Hopefully I can finish up 05 in the next few days.

As for how to change the grid size, use the left and right brackets. Shift-W will toggle whether or not the snap-to-grid setting is on.
blinkpen  [author] 19 Jul, 2012 @ 11:34am 
hey i just noticed youre the creator of the Lunar Base Maps. I played them and I must say I'm impressed on how you changed the physics with the low gravity and higher jumps and all that. Very nice!
blinkpen  [author] 19 Jul, 2012 @ 11:32am 
oh ok. that makes sense. thanks. how does one change the grid snap to 16? i seen people do it in tutorials but they do it so fast I dont see what they did exactly and it can be frustrating at times.
Catsy 19 Jul, 2012 @ 10:45am 
For something like the "DANGER" sign that's fine. For the black and white test element signage it just doesn't look right at all, especially in contrast to all the other testing elements that *are* on-grid.

As for placement in Hammer, you absolutely can snap overlays to the grid. Just place them the way you usually do in the 3D view, then go to the 2D view and drag the overlay entity to the appropriate position. If you're aligning one of the 32x32 signs, set the grid snap to 16.
blinkpen  [author] 19 Jul, 2012 @ 10:15am 
and besides you cant place them perfectly in hammer unless you have steady hands. the shit dont snap to the correct grid.
blinkpen  [author] 19 Jul, 2012 @ 10:15am 
the idea was to place signs on the wall as if a person hung them up. of course its not gonna be exactly to the tee and aligned with the wall panels. That was to be more realistic. You dont see signs placed exactly perfect on walls in real life.
Catsy 19 Jul, 2012 @ 9:40am 
As others have mentioned, the use of the WCC is very unintuitive. I get that you're trying to do your own story--but this isn't a story issue, it's a gameplay convention issue. When you add a WCC players have been trained by Valve's games to expect it to be used throughout the map and are confused when that's not the case--it's as if you placed white surfaces but made them unportalable.

You also really need to take more care with your signage placement. The placement of sign overlays is quite sloppy; they don't line up with the surrounding textures at all and it looks very bad. You can see numerous examples of this in the screen shots alone. The black and white testing element signage should generally align to a 32x32 grid, especially when placing them on top of a texture with 32x32 tiling.
blinkpen  [author] 18 Jul, 2012 @ 1:06pm 
yeah that happened to me once when testing. you have to line it up with everything. wait til the door opens before dropping down. i should have placed the door open switch closer than the lift panels.
Vexza 18 Jul, 2012 @ 7:59am 
Had a little error/bug after placing the redirection cube everything when oke except the door didnt open !
blinkpen  [author] 16 Jul, 2012 @ 11:25pm 
ok let me know thanks.
~Delta 16 Jul, 2012 @ 11:08pm 
I don't know but i gonna search
blinkpen  [author] 16 Jul, 2012 @ 10:10pm 
is it possible for two people to play coop on my maps? cuz i would be interested in that.
~Delta 16 Jul, 2012 @ 9:59pm 
make a Coop maps :3 ?
blinkpen  [author] 16 Jul, 2012 @ 5:07pm 
well that was the idea in their game Portal. But these maps are a different storyline of their own. Just because I am using the engine and elements of a game doesnt necessarily mean I have to follow the storyline of theirs. But nor am I defending this pathetic collection I have made. I see the flaws in it and am currently in the making of something entirely new.
Personal Finest Shawn 16 Jul, 2012 @ 4:47pm 
It's not just asthetics, the companion cube is supposed to mentally represent something to the user. Valve uses certain subtle design tactics to lead the user. I suppose that's why they are the professionals.
blinkpen  [author] 16 Jul, 2012 @ 3:00pm 
cubes are cubes. the only difference is looks. but whatever. i guess u people care more about the aesthetics
Personal Finest Shawn 16 Jul, 2012 @ 10:45am 
Pretty fun. I agree with the other posters on the companion cube should be replaced with a regular one here.
Dutchb@stard 15 Jul, 2012 @ 3:05pm 
I agree with Beecee a bit to easy.
BC 15 Jul, 2012 @ 2:34pm 
Easy as fuck, doesn't require thinking.
Kolson le fripon 15 Jul, 2012 @ 4:45am 
Pretty decent mind game on this one, great work on the whole set!
Sterni 15 Jul, 2012 @ 3:01am 
good
Shredder 14 Jul, 2012 @ 10:47pm 
Супер мапа)
Warbear 14 Jul, 2012 @ 9:00pm 
Good map! Good series of maps, good mix of skills like gels. Nice work.

Try mine?
https://steamhost.cn/steamcommunity_com/profiles/76561198040980447/myworkshopfiles/
Gum 14 Jul, 2012 @ 4:59pm 
I felt sad having to leave all those companion cubes behind.. you should either change the map to make the first one the only cube or just turn them into regular cubes.
UpSideDownG4mer 14 Jul, 2012 @ 4:49pm 
cool
Miami Mike 14 Jul, 2012 @ 2:21pm 
Some people just don't understand what the Weighted Companion Cube is for. It works just like a regular weighted cube, but the valentine on the side is a clue that you have to carry it with you through the test because you'll need it later. This test had Companion Cubes but it turrned out that it wasn't necessary to take the first one with you, which was annoyingly misleading. Downvote!
SKIVE 14 Jul, 2012 @ 11:33am 
nice
joepredator 14 Jul, 2012 @ 10:42am 
good