Portal 2

Portal 2

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Flip-Flops
   
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File Size
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7.904 MB
17 Jun, 2012 @ 8:21pm
1 Jul, 2012 @ 8:19am

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Flip-Flops

Description
Unlike my previous map,
http://gtm.you1.cn/sharedfiles/filedetails/?id=77176027
This is not a brutal effort to mind-wipe players.
This map began as an experiment into building flip-flops and grew into what you see here. Within this test chamber are two unclocked T-type flipflops, (one is an early prototype lacking the required delay on the reset line) and a SR-type flipflop.
The workings of each flip-flop are on display, so you can see how they work if you are interested.
There is also a little hidden secret if you can find it.

Note: This level is aparrently quite hard
Hint: Explore and discover what is required (box buttons need boxes etc.) Then see what things do.
7 Comments
Baldrickk  [author] 1 Jul, 2012 @ 8:20am 
Fixed an exploit
Baldrickk  [author] 24 Jun, 2012 @ 4:57am 
3 cube switches, 3 cubes, all of which are on walls (i.e. you don't control this directly)
3 push switches, one opens a door, the one next to it shuts it. The other triggers the main flip-flop when set-up correctly. It is this flip-flop that controls most of the chamber. If something isn't 'unlocked' toggle the flipflop.

This puzzle wasn't meant to be stupidly easy, nor technically difficult in execution. I think it does satisfy those criteria.
Aku 23 Jun, 2012 @ 8:21am 
Too many switches, not clear which does what :(
Baldrickk  [author] 22 Jun, 2012 @ 6:32am 
Update:
-Removed a possible exploit + some portal bumping opportunities.
Baldrickk  [author] 22 Jun, 2012 @ 5:50am 
Update:
-Changed a confusing button in the start room to be a ball button. i.e. you can't use it at the start (and you don't actually need it to complete the level *hint hint*)
-Changed exit method slightly to accommodate adding in an edgeless safety cube.
Baldrickk  [author] 20 Jun, 2012 @ 8:52pm 
Update:
-Removed long corridor, it now terminates with the pedestal button that used to be at the far end. This is behind a window in the entry room allowing the player to still see the effect.
-The 'doors' now open the other way. This means players now know they are there. To see beyond without opening, they still need to visit the window.
-Most of the buttons (all those powered by excursion funnels) have been replaced by box-buttons. This should serve as an indication to the player that they need to find and use the cubes rather than push them all themselves.
Baldrickk  [author] 19 Jun, 2012 @ 3:11pm 
Update :
-Major reconfiguration of rooms, while there is a long corridor now, it is portalable from one end to the other so you don't need to walk
-This allows sight / portalling between the two main rooms which wasn't possible before, allowing the player to view changes in the other room, one of the two biggest gripes from play-testing
-The trick button is no longer required for this test. it's function has been passed to another button. It has another job now...