[SP] Prolonged Exposure
Difficulty: Easy-medium
Expected play time: Several minutes or longer
This map features Thermal Discouragement Beams, Toxic Goo and Fizzlers, with some Laser Redirection required. It doesn't focus on laser relays though, it actually revolves more around logic. No quick finger needed, just logic.
The name of the map, Prolonged Exposure, refers to both the use of lasers and the deterioration of these otherwise pristine test chambers. The artstyle of the map is the same as of the Penrose Collection but this time around the walls are going to be opened up a little to reveal the underlying rock.
The map was originally supposed to enter in the Heavy-Duty Super-Mapping Super-Contest, but under the circumstances I couln't upload it in time. So here it is now, I hope you'll like it.
PS: I hope you'll forgive me for taking a break from the Penrose Collection for this one.
Changelog:
Version 1.1
- Added autosaves.
- Fixed some indicator lines and other details.
- Made the dried up goopit less deadly. (Still deadly though.)
- Fixed my custom cube skins not showing up properly.
Thanks a bunch for making that playthrough, though, that really helps me as a mapper. Also, I now know that I packed all materials correctly.
(Except I can't seem to get my custom cube model changer script working...)
Also, loved the custom laser music
FourthReaper wrote:
(strangely)
What does that mean?
portal2tenacious wrote:
FourthReaper wrote:(strangely)
What does that mean?
I didn't think reportalling was still possible in Portal 2, at least I never pulled it off. 
portal2tenacious wrote:
[Video]
Good job, you solved it as intended. Though I have to say it looks like you're speedrunning and if so you're making some thing harder for yourself than necessary.
rock_n_rage wrote:
Really enjoyed this map.....think I pretty much hit the intended solution all along although in the in the third room there was a laser catcher low on the wall that I didn't need to solve the puzzle. I think it turned off one of the fizzlers.
Haha, don't worry, I broke that fizzler on purpose. It's not really a hard section of the puzzle and I figured it'd be good for setting the atmosphere, so I made the fizzler blink. Otherwise you would've needed the catcher. (Besides, that fizzler is actually always non-functional.) 
I was blind and I completed the third part of this map without using this component:
Yeah, it is really possible to finish the map without using it.

It is absolutely new level of difficulty & enjoyment. Try it
Safoo wrote:
Yeah, it is really possible to finish the map without using it.
It is absolutely new level of difficulty & enjoyment. Try it
Wait, what? How did you do that, then? Did you fling yourself there, or did you perhaps use glitches or jumping over cubes midair? If not, I will try it. 
Safoo wrote:
I didn't use any glitches or tricks. Only normal playing. It's hard but possible
Well then, challenge accepted. 
EDIT: Failure... I got there with an infinifling, easily, but now I can't get my portal on the laser anymore... Ah well, I won't make a big fuss about it, it's not really a big deal. Credit where it's due, though. ![]()
Still don't get how you missed that laser catcher, its indicator lines are in plain sight. 
FourthReaper wrote:
Still don't get how you missed that laser catcher, its indicator lines are in plain sight.
I don't know why but I thought that I have already used it. 
I will make a video how I finished this map. It's crazy solution 
Edit: Added video. Now, it was easier than last time. And not so complicated 
Video:
http://www.youtube.com/watch?v=7uJtq69GkJE
Safoo wrote:
Added video.
Ah, that is how you did it. Portal sniping. Well, I guess that's alright seeing as how it's definitely not cutting corners and in fact only makes it harder on the self. 
The map really isn't all that complicated.
Thanks for creating.
quatrus wrote:
Excellent set of maps. Nice use of laser puzzle elements. However, while I understand your creative desire to include partially decayed textures in some places I personaly don't usually find mixing texture styles visually attractive. IMO a consistent decayed theme would have been more interesting. Everything worked fine and I think I used the intended solution path as I didn't do anything extreme.
Thanks for creating.
I'm glad you liked the map, thanks for the feedback.
About the different visual styles, I assume your biggest problem lies with the dried up goo pit. I understand what you're coming from, though I figured the goo would have had to have some effect to the otherwise pristine test chambers. As for the destroyed walls and ceilings, that's just part of the same theme as I've been going with for most of my maps. Just more destroyed, revealing cavernous displacements, but I was hoping to add tot the style with that. Most people seem to enjoy it. 
But yeah, that pit might have been a bit overdone.
The puzzles were nice and compact, but took a wee bit of thinking and planning, and repeating areas with slightly different tactics. Style wise I like your new additions too, and all the attention to detail

The mine shaft had me laughing, but I got a little pissed off when I realised I'd taken my cube through and had to re-do. Was quicker to jump in the water at that point :p
Can't wait for more!
sicklebrick wrote:
Cheers man.. really enjoyed that!
The puzzles were nice and compact, but took a wee bit of thinking and planning, and repeating areas with slightly different tactics. Style wise I like your new additions too, and all the attention to detail
The mine shaft had me laughing, but I got a little pissed off when I realised I'd taken my cube through and had to re-do. Was quicker to jump in the water at that point :p
Can't wait for more!
Thanks for the feedback on yet another one of my maps sickle!
I'm glad you like my design choises, and of course the puzzle.
About the mine shaft: I assume you took the normal cube with you through a portal? Hah, yeah, classic mistake. >:D
FourthReaper wrote:
About the mine shaft: I assume you took the normal cube with you through a portal? Hah, yeah, classic mistake. >:D
LOL! Guess that's staying :p
sicklebrick wrote:
FourthReaper wrote:About the mine shaft: I assume you took the normal cube with you through a portal? Hah, yeah, classic mistake. >:D
LOL! Guess that's staying :p
Well, I could make the white walls by the far end black, but that would make the room so ugly. Why don't people think about their return ticket when crossing something deadly? 



