Portal 2

Portal 2

Prison Escape: Act 4 (RE-LOADED)
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ErikDe Mar 9, 2016 @ 11:16am 
Actually I don't like the elevator going down the water,at least there should be a savepoint because you can die easily there (even before when jumping to get the cube). Except for that, an easy (not meant negatively, I like the easy ones), but fun level, like the rest. Good job overall :)
[NMP]Destructor Dec 21, 2015 @ 10:13pm 
there are a couple unneeded elements but otherwise a good level!
Petutski Jul 25, 2015 @ 5:02pm 
Nicely done, logical, and fun!
ProfDave3d Jun 20, 2013 @ 10:40pm 
Thanks for the cool level. I might have a "kill two birds" suggestion, based on something I accidentally did.

When I saw that Companion Cube through the glass overhead, I thought it might be a clue that I needed to go back down and collect the Companion Cube that helped me take the elevator past the poison.

And I DID IT! Maybe that should be part of the puzzle...? You don't get a second cube (Companion or not), but you have to go back and retrieve the first one. I wonder if that would please the people saying the level is too easy.

Hmm... I wonder if anyone but me is still playing Portal 2. (I just reinstalled it and I'm playing the user-built levels for the first time.)

Thanks again.
BuddyRoach  [author] Mar 22, 2013 @ 5:55am 
thank you. much appreciated!
mikemoody Mar 19, 2013 @ 10:00pm 
Thanks for the Great game play. Your maps are always good. Thumbs up from me.
Awsum0 Feb 10, 2013 @ 8:15am 
Here's a playthrough of this level:
Bayram Feb 2, 2013 @ 7:26am 
A bit longer than the prevous maps, but still far to easy. The prison theme has gone, and so has my interest, but I might as well play the last act ...
Hard Dec 6, 2012 @ 8:26am 
a simple test
BuddyRoach  [author] Oct 8, 2012 @ 8:54pm 
I took loads of time and weeks and months working with Hammer and the lack of tutorials online and whatnot, and all the hard work trying to get shit to do what I wanted, I just said fuck it. Besides that, anything that has to do with 3D gaming, I cannot for some reason ever be successful with 3d programs cuz they always mess up one way or another.
p0rtalthumper Oct 8, 2012 @ 6:14am 
Probably because people don't really take the time to learn how to use it properly. I know I can be a harsh critic when it comes to Hammer maps though, and that's because I prefer to see some significant changes (more than just some signage or textures, or that one little thing that the mapmaker is desparate to include in their Puzzlemaker map that they can't add with the Puzzlemaker) made when it comes to Hammer maps that are based upon Puzzlemaker maps. Such tweaks needn't be hard!
BuddyRoach  [author] Oct 7, 2012 @ 7:15am 
Hammer is a real bitch to use and it frustrates the crap out of me.
p0rtalthumper Sep 20, 2012 @ 3:38am 
Nice job fixing the propulsion gel ramp, but why the companion cubes when they're hardly being used as such?

Also, carol is right. The way you constructed your map (actually your whole series) still says "Puzzlemaker" in its skeleton. In fact many Hammer made or Hammer tweaked maps are waaaaaay overrated.
Cysiek Sep 16, 2012 @ 9:55am 
BuddyRoach  [author] Aug 17, 2012 @ 11:58pm 
upgrayedd Aug 15, 2012 @ 7:23pm 
cool test, a bit simple but i like the bridge at the begining.
LPChip Aug 10, 2012 @ 11:22am 
I have to agree with carol. It had a bit more of an escape feel than the previous one, but it was just too simple.
carol Aug 4, 2012 @ 1:38pm 
For me this has lost the feel of the early Prison Escape maps - it feels like a normal PeTI map (which is it) with a few decals added in Hammer and isn't very challenging.
thewalkinglink Jul 23, 2012 @ 5:39pm 
this is really good.fantastic job.
BuddyRoach  [author] Jul 19, 2012 @ 12:00pm 
Catsy Jul 19, 2012 @ 11:53am 
Thanks! I'm glad you like them. Hopefully I can finish up 05 in the next few days.

As for how to change the grid size, use the left and right brackets. Shift-W will toggle whether or not the snap-to-grid setting is on.
BuddyRoach  [author] Jul 19, 2012 @ 11:34am 
hey i just noticed youre the creator of the Lunar Base Maps. I played them and I must say I'm impressed on how you changed the physics with the low gravity and higher jumps and all that. Very nice!
BuddyRoach  [author] Jul 19, 2012 @ 11:32am 
oh ok. that makes sense. thanks. how does one change the grid snap to 16? i seen people do it in tutorials but they do it so fast I dont see what they did exactly and it can be frustrating at times.
Catsy Jul 19, 2012 @ 10:45am 
For something like the "DANGER" sign that's fine. For the black and white test element signage it just doesn't look right at all, especially in contrast to all the other testing elements that *are* on-grid.

As for placement in Hammer, you absolutely can snap overlays to the grid. Just place them the way you usually do in the 3D view, then go to the 2D view and drag the overlay entity to the appropriate position. If you're aligning one of the 32x32 signs, set the grid snap to 16.
BuddyRoach  [author] Jul 19, 2012 @ 10:15am 
and besides you cant place them perfectly in hammer unless you have steady hands. the shit dont snap to the correct grid.
BuddyRoach  [author] Jul 19, 2012 @ 10:15am 
the idea was to place signs on the wall as if a person hung them up. of course its not gonna be exactly to the tee and aligned with the wall panels. That was to be more realistic. You dont see signs placed exactly perfect on walls in real life.
Catsy Jul 19, 2012 @ 9:40am 
As others have mentioned, the use of the WCC is very unintuitive. I get that you're trying to do your own story--but this isn't a story issue, it's a gameplay convention issue. When you add a WCC players have been trained by Valve's games to expect it to be used throughout the map and are confused when that's not the case--it's as if you placed white surfaces but made them unportalable.

You also really need to take more care with your signage placement. The placement of sign overlays is quite sloppy; they don't line up with the surrounding textures at all and it looks very bad. You can see numerous examples of this in the screen shots alone. The black and white testing element signage should generally align to a 32x32 grid, especially when placing them on top of a texture with 32x32 tiling.
BuddyRoach  [author] Jul 18, 2012 @ 1:06pm 
yeah that happened to me once when testing. you have to line it up with everything. wait til the door opens before dropping down. i should have placed the door open switch closer than the lift panels.
Vexza Jul 18, 2012 @ 7:59am 
Had a little error/bug after placing the redirection cube everything when oke except the door didnt open !
BuddyRoach  [author] Jul 16, 2012 @ 11:25pm 
ok let me know thanks.
Bruno Jul 16, 2012 @ 11:08pm 
I don't know but i gonna search
BuddyRoach  [author] Jul 16, 2012 @ 10:10pm 
is it possible for two people to play coop on my maps? cuz i would be interested in that.
Bruno Jul 16, 2012 @ 9:59pm 
make a Coop maps :3 ?
BuddyRoach  [author] Jul 16, 2012 @ 5:07pm 
well that was the idea in their game Portal. But these maps are a different storyline of their own. Just because I am using the engine and elements of a game doesnt necessarily mean I have to follow the storyline of theirs. But nor am I defending this pathetic collection I have made. I see the flaws in it and am currently in the making of something entirely new.
McBaldwin's Jul 16, 2012 @ 4:47pm 
It's not just asthetics, the companion cube is supposed to mentally represent something to the user. Valve uses certain subtle design tactics to lead the user. I suppose that's why they are the professionals.
BuddyRoach  [author] Jul 16, 2012 @ 3:00pm 
cubes are cubes. the only difference is looks. but whatever. i guess u people care more about the aesthetics
McBaldwin's Jul 16, 2012 @ 10:45am 
Pretty fun. I agree with the other posters on the companion cube should be replaced with a regular one here.
Dutchbastard Jul 15, 2012 @ 3:05pm 
I agree with Beecee a bit to easy.
BC Jul 15, 2012 @ 2:34pm 
Easy as fuck, doesn't require thinking.
Kolson le fripon Jul 15, 2012 @ 4:45am 
Pretty decent mind game on this one, great work on the whole set!
Sterni Jul 15, 2012 @ 3:01am 
♏ишка aka Punisher Jul 14, 2012 @ 10:47pm 
Супер мапа)
Warbear Jul 14, 2012 @ 9:00pm 
Good map! Good series of maps, good mix of skills like gels. Nice work.

Try mine?
GumNut Jul 14, 2012 @ 4:59pm 
I felt sad having to leave all those companion cubes behind.. you should either change the map to make the first one the only cube or just turn them into regular cubes.
They see me trollin' Jul 14, 2012 @ 4:49pm 
Miami Mike Jul 14, 2012 @ 2:21pm 
Some people just don't understand what the Weighted Companion Cube is for. It works just like a regular weighted cube, but the valentine on the side is a clue that you have to carry it with you through the test because you'll need it later. This test had Companion Cubes but it turrned out that it wasn't necessary to take the first one with you, which was annoyingly misleading. Downvote!
[O.N]Koproskylo Jul 14, 2012 @ 11:33am 
Joepredator Jul 14, 2012 @ 10:42am 
Mirek Jul 14, 2012 @ 2:32am 
n1 game
zynx Jul 13, 2012 @ 4:33pm 
nice GAME !