Portal 2

Portal 2

27 ratings
Wipeout Zone
   
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39.164 MB
14 Dec, 2022 @ 8:13am
19 Dec, 2022 @ 11:52am
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Wipeout Zone

In 2 collections by Aneonen
Aneonen's Modern Puzzles
8 items
Gathered Zones
4 items
Description
Balancing atop an ever-shifting portal is tricky, as one mistep could lead to a total wipeout!

Wipeout Zone is a monoportal laser puzzle with only 3 surfaces, 2 of which are hogged by orange autoportals. It features a zone connection onto the autoportals themselves; if the intro room does not make this clear, this means that the player's position in or out of the zone will determine which orange portal is active.

Estimated Difficulty: Order of Magnitude 6.75-7.75 with experience (Very challenging to manage). If the premise is confusing, go play Intro Zone first!
Note that this map is joined by its partner, Escort Zone; the two maps differ significantly, and thus can be played independently of each other after finishing Wipeout Zone's intro room.

Important Notes:
  • Some background work should prevent the droppers from double-queuing cubes - do not expect any dropper to drop a new cube until it is fully loaded!
  • Every necessary move in this puzzle can be performed in a terse, simple way that should not require skilled execution. I emphasize this because it is possible to perform this puzzle's solution with plenty of gratuitous movement that may make some moves seem harder than they need to be. Make sure to plan ahead!
  • For ease, all droppers must stay active for a full second before dropping a cube.
  • Please do not lean cubes up against vertical walls! I am unable to prevent this in a natural way, but if enough players find themselves trying this, I can introduce a brutish preventative.

Other Notes:
  • As the name implies, puzzle states in this map can be even more delicate than usual! You are strongly encouraged to use F6/F7 to save/load state. (This should not cut out the music)
  • As always, the solution contains at least one timed move. The timing shouldn't be extreme for any such move.
  • Please don't launch cubes, bhop, etc! As mentioned in the important notes, all moves can be performed in very basic ways. I am experimenting with being less anal about preventing execution-based exploits as to avoid bloating the map with preventatives; please be kind in return! :)
  • All platforms in the map raise automatically, with the exception of the exit platform, which is lowered only while the relay is active.
  • The yellow-ish fizzler will destroy cubes, but will not clear the player's portals.
  • Diagonal lasers through portals are not intended.
  • The life preserver signage (striped ring) indicates a reset button that respawns both cubes; it is never useful in the solution.

If you think you've found anything unintended, or have any other questions, please let me know!




This map began by taking some inspiration from Teo's Lifeline, though the zone connection caused the puzzle to quickly develop in a different direction. I also made a small but critical design decision that was influenced by Fumbly Bumbly's work.

Deep thanks to Narkodes for being an excellent playtester and being patient through several questionable decisions of mine!

Music: Rexaura - Six, Benjamin Bryant

Made with BEE2 4.41, with public UCPs:
  • Konclan's BEEMod Items, Konclan
  • Saismee's Text Popup, Saismee
25 Comments
masaltzero 12 Jul, 2024 @ 9:20pm 
wish me luck i guess
jandlml 6 Apr, 2023 @ 7:58pm 
its ok, im a pretty good player but these maps are causing me to have to think in a totally different way. so it may take me awhile to catch on. this game keeps evolving with all you new creators. its great!!
Aneonen  [author] 6 Apr, 2023 @ 5:35am 
Sorry to hear that jandlml - this one is certainly tough!
jandlml 5 Apr, 2023 @ 9:07pm 
ugg had to watch the entire walkthru on this one and still couldnt do it right. man im not doing well on your maps lately
Aneonen  [author] 6 Jan, 2023 @ 8:48am 
Thanks horse! That decision was the introduction of the button. During development, I found that I was struggling to free myself from connection minimalism; I already inputs for two autoportals, two droppers, and a fizzler, but still had this understanding that the fizzler needed to be more interactive. I had recently been playing a lot of Fumbly's work, and I noted that several of her puzzles introduced connections that induced elegant puzzle structure without being as 'loud' as my usual connections. In particular, a couple of these included button-laser connections, (e.g. Snakes & Ladders , Ostracised ) which I had feared would be too weak, so I tried one. I actually played Drawback after developing a lot of the button's structure, but it reaffirmed that a laser-button connection could be very generative. Fumbly isn't the only person to use such connections, of course, but I would still cite her work as having influenced that choice.
horse 6 Jan, 2023 @ 12:44am 
Fantastic puzzle! It's amazing how many cool uses you've found for zones. All the moves Nobody No-One mentioned were great aha moments, with the cube sliding down the slope taking the longest for me to see. Amazing work as always!

By the way, what was the "small but critical design decision that was influenced by Fumbly Bumbly's work"?
Aneonen  [author] 4 Jan, 2023 @ 2:05pm 
Thanks a ton Dolphiner! Indeed, in a map as restrictive as this it is quite easy to forget how long-range the portal gun normally is!
Dolphiner 4 Jan, 2023 @ 12:15pm 
Not much more to say than what you've heard me say already, a fantastic behemoth of a map. That portal shot at the end is absolutely evil :p Two hours of my life spent searching for an impossible state that was so close . Definitely one of my favourite maps in the game, great job on it! :steamthumbsup:
Aneonen  [author] 26 Dec, 2022 @ 8:14pm 
Thanks Oblivious Owl! I'm very happy to hear you enjoyed it
Oblivious Owl 26 Dec, 2022 @ 6:43pm 
Whew, finally solved it! That was an amazing puzzle! There was an awesome amount of reuse and just about every move took me way too long to see :steamfacepalm: