Portal 2
Secondary Fire: Flings [PART 2]
48 comentarii
RedKnife 8 iun. 2021 la 15:34 
Last exit super tight timing for my old 32 bit machine. Thanks for your good work!
ember 5 nov. 2020 la 20:35 
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 la 18:09 
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 sept. 2015 la 4:44 
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 sept. 2015 la 18:38 
That was a pretty good monoportal puzzle.
hsuzumiya6 27 iul. 2015 la 21:39 
sheild can't stop block from falling out, i am sure its because of the mechanics of momentum.
Rubycario  [autor] 5 iul. 2015 la 22:43 
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 la 7:58 
Very nice... not too hard... lots easy flings. The final poral on the exit is a very tiny surface!
•‹†ρđ› ĐūšР2ķ• 26 mart. 2014 la 15:36 
@Singh Maybe it's because there is an easier way to get up there by shooting a portal ?
Singh 12 mart. 2014 la 20:31 
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.
We Meat Again 5 ian. 2014 la 19:35 
Very nice chamber
kimist108 3 sept. 2013 la 19:26 
Fun map!
Wolf bytes 31 mart. 2013 la 13:54 
Lovely map so far, and I do love it when chambers use the secondary fire as the only fire for the portal gun. very nicely done!
Rubycario  [autor] 10 oct. 2012 la 15:49 
@Caden it's called PakRat search "Portal 2 PakRat" in google.
Ciirulean 10 oct. 2012 la 15:29 
How do you make the textures so you don't have to download them to see them?
The Sojourner 5 oct. 2012 la 0:19 
Because it causes lag on some systems due to the high amounts of lighting.
Speaking of which, it was nearly blinding in the second-to-last room.
- |UKMD|.Titos Funeral. 15 aug. 2012 la 9:34 
A nicely pitched map. Complex, without being impossible and long enough to be interesting. Don't know why it isn't a 5.
Gunnar Clovis 14 aug. 2012 la 10:55 
Your welcome, and I completely understand. And again, thank you for making such a beautiful series of maps. I hope you have great success in the world of Portal, and I hope, and except you and people like you to eventually be hired by Valve. If that's what you want.
Rubycario  [autor] 14 aug. 2012 la 1:37 
Wow, thank you. I honestly am very proud to have someone like you like my map that much. It means a lot to me. Also, yes I know the light bridges act the same way, to be honest with you I had light bridges in there from the beginning where the Shield Walls were. The only reason I left that one where it is is because of the fact it looked better to have it somewhat animated than the texture just going blank and than suddenly re-appearing. I can't thank you enough for your kind words. :D
Gunnar Clovis 13 aug. 2012 la 23:33 
Its really hard to come by a near-perfect combination of Aperture artistry. This level has amazing level design, so much so that I can't find a thing to critisize, & I can always find something to critisize. Beautiful art design with the wall patterns & little things like an observation room that's 1 & a half panels long, instead of 1 or 2. Or the light fixtures in the extended observation rooms, where a companion cube lies hidden. The only things lacking are animation (such as destructible environments smashed by crushers or falling objects; or more moving panels) and, of course, narrative. But I don't really expect those things, especially not narrative. I have the inability to give anything a 10 out of 10 or 100%, but the level design and art design in this level were near perfect.
I have liked & favorited this level, keep it up RubyCarbuncle, & thank you for improving society; even if just by a little.



-Gunnar
Gunnar Clovis 13 aug. 2012 la 23:30 
Wow. Just, wow. Best Secondary Fire yet. I've always said there was a lot of potential for new and completely different puzzles using just the non-dual portal device. And you've hit it right in the sweet spot. Excellent work.
Yes, the new barrier field is way better looking than a grate (in most scenarios) and its nice to get a change in art design, but not only does a grate do this job, but so does a light bridge. A physical wall or floor that you can look and shoot portals through, the descriptions of a light bridge and a grate. You should know, you used a light bridge to serve the same purpose as the orange fisslers in the same map. But still, like I said, it is nice to see some different art design.
Rubycario  [autor] 21 iul. 2012 la 16:42 
It looks better than a crappy grate, which is why I used it.
narkfestmojo 21 iul. 2012 la 16:38 
Liked this one a lot, nice puzzle elements and good looking map.
Although I think Fourth Reaper's yellow grid is a little redundent.
Rubycario  [autor] 18 iul. 2012 la 10:38 
@jsrfutureggs I used a program called Hammer, I'm glad you liked the map! :D
Future Eggs 18 iul. 2012 la 10:37 
how did you make this? its really cool
Rubycario  [autor] 1 iul. 2012 la 8:28 
Thanks for the feedback, also yeah I know the fields are basically just grates, but I like the look of these better.
WildWinni 1 iul. 2012 la 5:47 
The yellow fields (?) are a nice little touch but I think the grating available in maps already filled that roll (shoot through, not walk through). Having said that the idea of a map with only one portal colour was extremely well implimented. Love it.
Portalized 23 iun. 2012 la 8:12 
Yes quite interesting and very good looking maps as well. Thanks for making!
Stric_Matic 11 iun. 2012 la 6:37 
Quite unusual to be able to place only one portal at will. Loved the back and forth requirements of it all, and the timing aspects were especially nice for the pace.
Rubycario  [autor] 11 iun. 2012 la 3:58 
@G915 That's good to hear. I'm so excited to see so many people liking these maps. It's what makes me eager to continue making more. :D
Captain Quakas 11 iun. 2012 la 3:56 
This map was so incredibly good, I loved your idea with single portal gun and the orange grid.
Baggy 10 iun. 2012 la 16:17 
I liked this it had a lot of ideas in it. That was a tricky part at the end. I would appreciate any feedback on my puzzle http://cs2bus.com/sharedfiles/filedetails/?id=74231028
Rubycario  [autor] 9 iun. 2012 la 14:40 
@error0x0 lol you're right it is an old screenshot, the only thing that change was the Primary/Secondary stationary Portal so I didn't want to change it.

@Fourth Reaper Nah it's cool. I like it when comments keep getting posted. Unless it's a flame war, that would be the only reason I would have to delete them. But it's not so there's no need. :)
Stratos 9 iun. 2012 la 14:34 
@error: You're right, screenshot must be outdated. Wouldn't be the first time that happened to people. Still funny. :P

@RC: If these excess posts are a bit of an eyesore to you, feel free to delete them. ;)
error0x0 9 iun. 2012 la 14:23 
This thumbnail shows the Primary Fire map not secondary.:D
error0x0 9 iun. 2012 la 14:20 
@Fourth Reaper: yep, I meant it
Rubycario  [autor] 9 iun. 2012 la 14:19 
Oh, lol I thought he meant the others. :P My bad.
Stratos 9 iun. 2012 la 14:18 
@RC: I think he meant the pedestal button for humans to press. :P
If that's the case, it opens a blue portal next to it IIRC.
Rubycario  [autor] 9 iun. 2012 la 14:12 
@error0x0 One opens the door another activates the bridge.
error0x0 9 iun. 2012 la 14:11 
Awesome map! But I didn't understand what the pedestal button showed on this thumbnail picture does. It's not linked to anything
Stratos 9 iun. 2012 la 7:59 
Nice map RC. I really liked this one. And good use of my orange fizzler texture, too. :D
JasonBorn 8 iun. 2012 la 18:22 
I was pleasantly surprised— now that's what I call a good puzzle! Really fun, will be subscribing to the rest of the collection
DR3y 7 iun. 2012 la 19:47 
*clicks favorite too*
DR3y 7 iun. 2012 la 19:47 
Great map! I really enjoyed the puzzle, wasn't to easy, but pleasant to solve. I played all the "Secondary Fire" maps until now and I must say, they're great. The design was awesome, really liked the use of projected textures. Oh, and I found the cube. :)
Darkpotato 7 iun. 2012 la 5:06 
*clicks favorite*
Darkpotato 7 iun. 2012 la 5:05 
wow. this map was actually fun. it used my brain but wasnt too hard. it was a perfect blend of both. i really enjoyed this and i hope there is going to be more than 3 maps with this type of concept. im looking forward to it :)
SpeedKing 6 iun. 2012 la 17:42 
Great concept and design. A+
early 4 iun. 2012 la 21:30 
I really liked this, right up until the last chamber with the speed/agility thing in moving the cube between the bridge and exit buttons. Still gets an upvote, though.