Portal 2

Portal 2

2368 ratings
Escape from Aperture Pt. 3 - Explosion Imminent
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10.071 MB
Jan 21, 2013 @ 2:49am
Jan 25, 2013 @ 7:37pm
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Escape from Aperture Pt. 3 - Explosion Imminent

In 1 collection by Anachronistic ALLOS
Escape from Aperture
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Part 3 is finally here!

STORY: As the elevator docks at the top of the shaft, the power cuts and it barely misses its mark. You walk out to find that the Surface Elevator you used to get down here is blocked! What now..? Also,what happened to GLaDOS and Wheatley...?

[UPDATES] [I really have to remember to copy these descriptions over before updating the file...]
- Found out how to do the automatic PotatOS pickup.
- Changed Rick's dialog triggers a little.
- Added some missing door sounds. (One or two are still missing, but whatever.)
- Added proper sparks to the broken panel in 'Chamber 2'
- Fixed Wheatley's motion a little.
- Fixed the delay for the ending trigger.

This map series is OLD. More than two years, at the time I am typing this little extra tagline. So if you're going to complain about the poor quality of these maps, keep in mind HOW OLD THEY ARE. Right? Right. So stop complaining, you don't go complaining on how all of Van Gogh's artworks are smeary and blurred. Not saying that these maps are Van Gogh's work, more like that botched painting restoration that was a meme for a while.

If you make a video of this map,post the link in the comments section below!
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Anachronistic ALLOS  [author] Jun 6 @ 4:22pm 
It was the intended way, because it's not an actual proper-condition test.

That issue will be solved fairly soon, though...
fernandohenriquecm Jun 6 @ 2:29pm 
The first "test chamber" with 3 cubes and a laser beam I solved just putting a cube in the stairs and jumping on it. I think it wasn't the indeed way
Petutski Nov 12, 2014 @ 8:02pm 
Each episode gets more exciting! Great work!
Serúcipé Oct 24, 2014 @ 7:54pm 
It's still weird that they put in the ability to swim and slowly drown.
Anachronistic ALLOS  [author] Oct 24, 2014 @ 7:24pm 
In actuality, the water brush and the actual killing factor are separate entities in the Source engine. Basically, imagine the water as a water-textured block covering a certain area. Now, an identical, invisible block that is the exact same size and takes up the exact same space is there as well, a brush entity known as a trigger_hurt. It can be set to either kill the player instantly or steadily do damage to them when they are in contact with it, based upon the damage value entered. And as well, it has a keyvalue for the type of damage the trigger is causing, with examples such as drowning, toxic gas, electrocution, burning, and so on.

One thing, though, some things in HL2's version of the Source engine no longer work in P2's version, as Valve broke Source 1.

The more you know!
Serúcipé Oct 24, 2014 @ 6:22pm 
By the way, I don't know if anyone else noticed this, but the deadly goo (or whatever it's called) in the room with the stalemate button doesn't actually kill you for some reason. I found a way to portal myself into it after beating the map for fun, and found that I could swim around in it like it was normal water in HL2. I didn't even know Valve put a swimming mechanic in Portal 2, because any water in it is supposed to kill you anyway. There's even a drowning mechanic if you stay underwater for too long. How did you manage to put water there without it being deadly?
Serúcipé Oct 24, 2014 @ 6:15pm 
Heh, I didn't read the other comments before I wrote that. Even if I did, I still would have written it because it's just funny.
Anachronistic ALLOS  [author] Oct 22, 2014 @ 8:31pm 
Do people just ignore the context of when a map was posted now, or is that just you being ignorant?
Serúcipé Oct 22, 2014 @ 7:51pm 
Invisible walls.
invisible walls everywhere.
|UA| alexoks Mar 27, 2014 @ 8:11am