Portal 2

Portal 2

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Escort Zone
   
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65.525 MB
26 Dec, 2022 @ 7:52pm
27 Jan, 2023 @ 3:59pm
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Escort Zone

In 2 collections by Aneonen
Aneonen's Modern Puzzles
8 items
Gathered Zones
4 items
Description
How kind of the orange autoportal to accompany you on your journey, ever ready to provide a suitable tool! Though perhaps you'd be a better fit for the role of an escort...

Escort Zone is a zone puzzle featuring two orange autoportals projecting a light-bridge and a funnel. The zone connection is to the autoportals themselves; to understand what this means, I would recommend playing Wipeout Zone's intro room first. Note that beyond that intro room, these two maps differ significantly and either can be completed before the other!

Estimated Difficulty: Order of Magnitude 6-7 with experience (Challenging to manage). This one is very difficult to judge, and might be volatile depending on approach. As always, all moves should be relatively easy to execute and should be deducible. Again, being familiar with the other Zone maps will be helpful!

Important Notes:
  • The caged floor button with the gear signage deactivates the vertical yellow fizzler. It has an 8-second deactivation delay.
  • One angled panel has an upside-down portal magnet placed upon it, as indicated by the surrounding yellow arrows. Being able to override this magnet is not intended.
  • Please don't cube toss, bhop, etc! I emphasize this more strongly than usual as during development I was often faced with dilemmas where I had to choose to either leave certain basic execution-exploits in the map or prevent them by muddying the already-complex layout; in most cases, I chose the former option to improve the general player's experience, which made this map more vulnerable than others. Please respect this trade by being kind to the map in return!

Other Notes:
  • The diagonal fizzler is a bit buggy - its range is slightly greater than its actual model. This should not be significant in the execution of the solution.
  • There exists at least one timed move in the solution. (Surprise!) Any such move should be relatively easy to execute.
  • A player can pass between the glass bars, but the poor cube's size will prevent it from doing the same.
  • Some background work helps the cube behave 'nicely' at least once in the solution. This is largely done for consistency and the player shouldn't need to base their deductions upon such background behavior.
  • The yellow-ish fizzlers will destroy the cube and block portal shots, but will not clear the player's portals when passed through.
  • As always, the puzzle states present in this map can be fragile if not acting deliberately; use F6/F7 to avoid serious setbacks! (This should not cut out the music)
  • Noclipping may sometimes cause the player to stick on the rising platforms for the duration of the map - I do not know why this occurs.

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




I was originally going to wait a while longer to publish this map, but the Steam Replay reminded me of how long this map has been in development (long before Wipeout Zone), and thus I decided to release it now before 2022 ends.
In many ways, this map's design philosophy is very similar to Yoink Addict, as they were both initially developed at around the same time despite the great difference in publication dates. I would actually describe this as my first monoportal map.

Tremendous thanks goes out to Narkodes, whose extensive playtesting, advice, and technical help were extraordinarily significant during development. I sent this map in for playtesting at a point of extreme burnout, and without all of the support I received it would likely still be a poorly-modeled solution suffering in development queue purgatory.
Bonus thanks is sent to Libbybapa, who provided plenty of excellent implicit technical help that influenced some background work.

Music: Testing with Nature, Harry Callighan

Made with BEE2 4.41, with public UCPs:
  • Konclan's BEEMod Items, Konclan
  • Saismee's Text Popup, Saimsee
20 Comments
Aneonen  [author] 12 Jul, 2024 @ 1:03pm 
Thanks for playing ;masalt!
masaltzero 12 Jul, 2024 @ 12:53pm 
really good map. i enjoyed all the funny flings :steamthumbsup:faved
jandlml 7 Apr, 2023 @ 6:21pm 
i am going to try your previous maps. see how well i do on those
Aneonen  [author] 7 Apr, 2023 @ 1:30pm 
Thanks jandlml! I'd love to publish a few more Zone maps, but unfortunately my development cycle is super slow (which is why I decided to pour all of my energy into the harder ones) - maybe eventually!
jandlml 6 Apr, 2023 @ 9:58pm 
got you followed so if you come out with anything else i can keep trying
jandlml 6 Apr, 2023 @ 9:56pm 
excellent map! even though i needed major help again. i knew exactly what element to use to get to the door but just couldnt get there . i just cant connect all the moves i think i did the first 5 minutes and then just couldnt connect anything . maybe make a few more zone maps but a bit simpler for people like me so i can get used to the thought process. wow!! :steamhappy:
Mr Fab 7 Feb, 2023 @ 4:09am 
Another creative puzzle with the zone ! And this one might be the best, lots of cool moves, lots of steps and of course lots of fun :steamthumbsup: Favorited !
Aneonen  [author] 2 Jan, 2023 @ 2:50pm 
Thank you both! I'm glad you both liked the same move, haha - it was one of the original two motivating moves for this puzzle and I picked it because I thought it was funny.
Oblivious Owl 2 Jan, 2023 @ 2:16pm 
Awesome puzzle! All the moves were well thought-out, my favorite was needing to keep walking back into the red zone well on the light bridge to inch the cube closer and closer.
horse 2 Jan, 2023 @ 1:40pm 
Incredible pretty much sums it up! I love maps like this where half the battle is discovering what cool moves are possible. Repeatedly walking into the funnel to bring the cube over was a definite highlight and one of the final pieces of the puzzle to fall into place for me. Awesome work!