Portal 2

Portal 2

794 ratings
Secondary Fire: Flings [PART 2]
   
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31 May, 2012 @ 4:29am
5 Jul, 2015 @ 10:28pm
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Secondary Fire: Flings [PART 2]

In 1 collection by Rubycario
Secondary Fire Testing Initiative
5 items
Description
The video is out of date, however the test remains the exact same. Watching the video if you need it, not that this is a hard map, anyway, will still benefit you.

The first (released map) of a set of maps I call "Secondary Fire". The reason for it being called secondary fire is that the player can only use the Orange Portal. This test chamber includes the use of flinging, Hard Light Bridges a little bit of timing and Force Deflection Fields.

If you like this map be sure to check out the other "Secondary Fire" maps in the set.

Special thanks to Fourth Reaper (Penrose maps) for the use of the Force Deflection Field textures.


UPDATE 7/6/2015:

A long time to take to update a map, but here's the patch notes.

-Fixed the lighting to better match the rest of the maps in the collection.
-Added color correction to help with the overall environment the map.
-Dimmed the brightness of some of the observation rooms.
-Corrected an issue where the player could fire Portals through some of the doors.
-Miscellanious changes/tweaks.
48 Comments
RedKnife 8 Jun, 2021 @ 3:34pm 
Last exit super tight timing for my old 32 bit machine. Thanks for your good work!
ember 5 Nov, 2020 @ 8:35pm 
This is a super cool map! Tho I thought the room to get the 2nd cube was the exit room and I was feeling so held back not knowing what order to do stuff in, thinking "there's no way I should be able to cheat to the end" is when I noticed a portable surface beyond the first upper door. Oh well, I guess it's the first in the series for a reason, but it's such a strong start. I still really enjoyed the use of colour correction you added later on. :>
Instantiation 10 Aug, 2019 @ 6:09pm 
https://youtu.be/kVB4sUflFSE

Some neat puzzles. The aesthetic looks good.

Truthfully, I thought the final sequence at the end was weaker than what came before. There wasn't a trick, the player just needs to be be very intentional. It can be done on the first try, but this is not obvious to the player beforehand.

Overall it's still a well-designed set of puzzles.
KyloX 19 Sep, 2015 @ 4:44am 
Played it this map long time ago and indeed, it looks better, great work. Eventhough at some points it felt a little too bright, but it all comes down to the style.
The moment I stepped out from the elevator and instanly though "I smell a color cerrection", I was dam right.

Great work once again.
wildgoosespeeder 14 Sep, 2015 @ 6:38pm 
That was a pretty good monoportal puzzle.
hsuzumiya6 27 Jul, 2015 @ 9:39pm 
sheild can't stop block from falling out, i am sure its because of the mechanics of momentum.
Rubycario  [author] 5 Jul, 2015 @ 10:43pm 
Updated the map after all this time. :P Patch notes are in the description, and I'm sure the changes are obvious. I'll be updating all the other maps as well as adding another within the following weeks. :p2orange:

@Singh I know it's been a year since your comment, but no tricky acrobatic jumps where needed for this chamber at all. I have placed Portal surfaces around the map where they are needed. In fact, that's what the handrail is for, to stop the player from going to far after flinging downwards through the blue. If you do decide to give this map another go, try to find the simpler solution instead of going for the hard one. That last sentence sounded offensive when I say it out loud, but believe me that wasn't my intent.
Petutski 17 Aug, 2014 @ 7:58am 
Very nice... not too hard... lots easy flings. The final poral on the exit is a very tiny surface!
•‹†ρđ› ĐūšР2ķ• 26 Mar, 2014 @ 3:36pm 
@Singh Maybe it's because there is an easier way to get up there by shooting a portal ?
Singh 12 Mar, 2014 @ 8:31pm 
I wanted to like this chamber more. Poor jump mechanics kind of ruined it for me. Overall I found it a bit too acrobatic dependant.

1st jump: the handrail and hampered placement of the blue portal really start to weigh down the map with a sense of frustration at not getting over the lip of the upper recess. Why is the handrail there?

2nd jump area has you constantly hitting your head on the ceiling and again missing the lip. Once a player makes a logical connection to solve a part of the puzzle why punish them with repetition of difficult jumps until properly executed. Once in this area if you make a mistake with the fizzlers you have to do both step 1 and 2 all over again, making the puzzle more punishing than rewarding.