Portal 2

Portal 2

178 ratings
[Sp] The Second Exodus (v2.3)
File Size
93.214 MB
Sep 3, 2012 @ 3:14pm
Sep 24, 2012 @ 2:05pm
6 Change Notes ( view )

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[Sp] The Second Exodus (v2.3)


This is the map I submitted for the Super Mapping Contest at TWP... but this new version is much more polished, deeply TESTED (hehehe) and also easier! I've taken care of each single step making them firmer than in previous version upon my beta-testers' comments. I have added a new panel in the middle of room 3's ceiling in order to make the final step much easier. And yes, I've packed everything into the file so it should be seen now perfectly :D

It's a MEDIUM-HARD difficulty fling-based map along 3 main chambers. No glitches, ninja movements or crazy things are involved, seriously! Only logic is required and a certain ability to control flinging, that's all.

I've added an easter egg too for those who wants more challenge :wink: It's not so difficult but it's funny to reach! Try!


Normal run / no easter egg
Complete walkthrough!

Videos available in the slideshow, altogether with the picture thumbnails...

Special thanks to:

- Greykarel: Grey, man, you're incredible, thanks for your help playing it again and again and with the skybox technical improvements... I owe you one!
- Markiu: Marc, thanks my friend for test this map in each version and for finding all those ninja movements for breaking the map that only you are capable of :thumbup: ... And also for suggesting/inspiring the easter egg!
- Zivi7: Chris, thank you so much for testing it all the times and let me know your detailed comments on issues and annoyances!

You're awesome guys!! There's an overlay for each of you hidden in the map... go find them and take a picture!

- Vanessa, my graphic designer and friend. Artwork, signage and skybox colour correction by her... you are the best! don't leave me ever!

- Neco: Necati, I have missed you all this time my friend!

And finally, thanks a ton to Thnkingwithportals.com, I wouldn't known what I know about mapping now without the community, thanks from the bottom of my heart!

- Portal's Light rail platforms by Skotty (thanks for that man, awesome stuff as all you make!)
- Original Skybox by Komaock
- Original design of the light supports by my dear friend Neco.

IMPORTANT: for those who feel discouraged or frustrated, first of all, don't be! :D ... and secondly, a video solution ia available, although I'd like to keep it for now unreleased in order to let ppl time to solve it. However, anyone interested in watching it before I release it, just pm me and I'll send, ok? :wink:


- v2.1: changed the height of a portalable wall that allowed an important unintended movement (thanks Sickle). Added some more tweaks.

- v2.2: changed player model from "Bendy" to "Chell". Added many particles and effects. Fixed the bug on the water reflections when shader details settings are set to "low"/"medium".

- v2.3: minor changes. Removed unintended move for the easter egg part (thanks to comoros94). Added a reflector-cube respawning at room 2 (in order to prevent that the player has to get back to room 1 to solve it again and get the cube back). Fixed a possible player's lock at final steps in dot2 (thanks to Mr. Waterhandle)

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zwan33 Feb 21, 2016 @ 10:26am 
Much too complex... There are too many options in the large room. Other than that, this is a great project.
speexz Jun 15, 2015 @ 11:09am 
Good map! Thanks! But I found 2 drawbacks: 1) in the big room, you can jump from light bridge to hint panel and then to center of lasers and press main button; 2) in the big room, after activating panel in the ceiling you can respawn simple cube using laser cube and first light bridge.
WildIris Jun 6, 2015 @ 12:36am 
This is a consistent problem I've noticed with your maps. You clearly put a lot of effort into customization and difficult puzzles, but then you leave in a lot of possibilities that can make your tests unsolvable, which often have really easy fixes. This makes me less inclined to try solving your tests without a walkthrough because I constantly worry that every little thing I might try is going to screw me over.
WildIris Jun 6, 2015 @ 12:25am 
Looking back on it, the thing that annoys me the most about this map is that not only did the test become unsolvable because of circumstances I couldn't have predicted, but there was a really easy fix. If you put up a laser field in front of the big room that needed a cube to deactivate it, then there'd be something to keep your first cube occupied that justifies bringing it that far. Then you could've added another chute to the big room that gives you a new thermal discouragement redirection cube that you can get back at any time if it falls in the water, just like you can with the regular cube.
WildIris Mar 15, 2015 @ 3:37am 
WildIris Mar 15, 2015 @ 3:29am 
Managed to get my barricade up through sheer rapid-firing, only for my thermal discouragement redirection cube to end up in the water and the unstationary scaffolding doesn't move anymore so I can't ever get it back and now I can never finish the map. F THIS MAP.
WildIris Mar 15, 2015 @ 3:12am 
Got up to the point with the two timers before I was like "F this. This map lags way too much and 2 seconds is not enough time for me to get my orientation right after a fling to set up a light-bridge barricade."
TS_Mind_Swept Nov 10, 2014 @ 8:56pm 
I got trapped right bevore i was about to get to the final platform that you go up on, i put both portals in room 2 thinking i needed to and since the platforms to room 3 weren't moving i was stuck, i had to noclip to get out of there. -.- I was thinking this map was going to get a 10/10, but that completely ruined it for me, so unfortunately now it wont, im going to watch your videos to see what you did. Oh ya, and im sure i did room 1 rong, especially cause i didn't need the flipping panels on the ceeling or floor cube jump to gain height, im sure you know of it 9/10
p0rtalmaster Jul 12, 2014 @ 2:44am 
Last thing I'll mention: I found Markiu's and zivi7's overlays, but trying to find greykarel's overlay (if there is one) is proving to be as hard as solving one of his maps :P
p0rtalmaster Jul 12, 2014 @ 2:42am 
[Part 2/2]

What's changed since?

I'm not sure about #1; I'd have to reinvestigate more deeply. #2 and #4 didn't change at all, and these were even fairly minute changes that could've made a big difference. Incidentally, while retesting, I came across a dangerous autosave while falling into the deadly slime.

And what about #3? If I were blindrunning this map now, I would be more indifferent to the "crazy" moves that this map doesn't have (I would call them "ninja" moves to avoid confusion). In fact, the solve time has probably improved a lot for me.