File Size: 3.25 MB
Downloads: 6837
Rating: (43 votes)
Description
Trailer: http://www.youtube.com/watch?v=5Of0kJDLzqA Story: You awake in a pile of broken glass, with a pounding headache and no memory of how you got there. Your only goal is to find your portal gun and escape from the building. (A quick story I threw together right now lol) Info: You start off the level without your portal gun forcing you to traverse the first part of the level until you find it. Once you retrieve it you must use it to solve a few puzzles to escape. Note: This is my first Portal 2 map I have made, I started with little to no experience with Hammer, but it was lots of fun and I have learned a lot during the process. I may make another sometime in the future, but I don?t know for sure.
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ehhhhh... little hint pls! i cant open the door, i can jump through the glass, i threw the radio out the window, anoying song. but now what?
edit:
ahh never mind found a way!
but now im stuck at the laser
I got out of the main room. Now I'm stuck in the area just before the turrets. I believe your supposed to toss a box up through a vent, but it's very difficult to execute. I'd remove this if this was intended.
Thanks.
This map is very frustrating. The underground areas are very dark, the flow leaves something to be desired, and I'm actually at a loss for what to do now.
I would lean towards giving the player more room to work with. The underground areas are very slow and tedious and honestly not fun at all.
Thanks for making a map though.
OK, sorry.. I was away eating ^.^
But here is a bit of a hint for anyone stuck At the laser, there is a hidden box you need to find... It can be found on the other side of the broken gate in the tall room of the sewer
Also, I'm working on a walkthrough just to let everyone know.
nice idea to make it with some kind of story. im now stuck at the room where u have to redirect the lasers. but so far, nice ideas and stricky. keep it up. now lets see if i can get this done 
edit:
i got the first lasers door to open, but when i go through my portals go away so i cant get the laser upstairs. i nocliped through the door and finished the map.
but all the way nice map. 3/5 becouse still needs work!
Can't finish what I think is the last room because my lasers just breaks when I walk up the "stairs". No way to place the cubes up the hill either.
Here is a hint for the four lasersYou have to redirect three of them through the glass, the fourth is used to open the door on the first floor
Finally figured out the first laser in the underground area. You should make it a little more noticeable that the laser is going somewhere in the tunnel. It looks like it's just dying at the wall.
As for the blue gel part. You should make the jump a little easier and instead of falling 'below' the map, you should put a pit of ooze there. Also, if you don't want us to shoot past the gap, put an emancipation grid there. There's just an invisible portal-killing wall that makes no sense.
I liked the flinging part.
After I had done some arranging of the cubes in the laser room I pressed the button. ALL of my work got destroyed. BAD move. I quit the map right then and there. That's terrible level design IMO. Remove this button entirely, or make it VERY clear what it's going to do. That pissed me off so much.
Chewbacha007 wrote:
After I had done some arranging of the cubes in the laser room I pressed the button. ALL of my work got destroyed. BAD move. I quit the map right then and there. That's terrible level design IMO. Remove this button entirely, or make it VERY clear what it's going to do. That pissed me off so much.
Yeah, I thought about that... I will defiantly fix that, but that was the last room so, congrats XD
Can not for the life of me make the jump to the door, I've tried SOO many times and you make it look fairly easy in the vid. It's just not happening for me, is anyone else having problem or am I just a bad jumper?
Best map until now. Got all whats needed. Not to easy, nice atmosphere, funny puzzles. Great work.
Sulfaras wrote:
Best map until now.
/sign
Awesome map. Great work. Thank you for releasing.
Finally got it! This map is in need of some major polishing but it was very fun and very challenging. Great(ish) job.
Im stuck at the last room i think, the one with all the lasers. i only see a couple portalble surfaces on the higher ground with the button and 1 on the roof with the lasers. i cant fit through the crawl space to go anywhere and i cant shoot the surfaces through the glass. Am i missing something ? Please help
P.S figured it out, just the weirdest way to use redirection cubes
This was, by far, the best custom map I've played. It had a great atmosphere, creative (if sometimes arbitrary or unclear) use of map portals, good progression of skills and variety of puzzles, and a really neat ending (which, of course, was one of my favorite parts: there was a beginning, middle, and end, not just a puzzle or two and a "victory lift"). While the purpose of the facility wasn't clear, it also didn't really matter.
The only real issues I'd have with this map are
1) As stated, the use of map portals that are unclear and sometime unknown until after walking through them...emancipation grids work well for this purpose
2) Level dead space. While the map is really well-detailed and very beautifully textured with a lot of really cool setpieces, there are numerous areas (especially in the second half) that just don't have any outside space. Bottomless-ish pits I can understand, but spaces with two rooms on either side of a bottomless pit/walls/ceiling? Even just basic walls and a goo pit would be nice here, if only to make it look more polished and realistic.
3) Minor details like the laser-going-through (in the sewers) thing above, some lighting issues (I didn't know you could fit in a hole on the right side of the sewer grate until randomly walking around for a while...better lighting in that section would aid this), etc. There are very few puzzles that use the tipped redirection cube mechanic and you did so pretty well.
Excellent work. I'll keep my eyes peeled for any other maps you may make, as you obviously have a gift for them!
This map was great. I liked the flow of the puzzles, and personally found the various solutions to be rather innovative- pulling the cube through the hole in the wall to get it upstairs stuck out the most.
I don't really have any problems with the map, except one or two jumps were a bit difficult. The map was fun overall, though!
...To be honest, ending scared me a bit. xD
I just finished the whole map, without any walkthrough, without even looking at the trailer. I have to say, i didnt expect THIS. I saw "This is my first map" and i was expecting some "Playing around the SDK" simple puzzles. Wow was i wrong.
Overall, this is an amazing map, truly, and the Four Laser room took me a while to figure it out, but it was amazing.
Some polishing i may suggest:
-Maybe- some more red lights in the underground passage would do the trick without lightning everything up.
There are places where you can peer at the void, such as the spot with the blue gel, could it be possible to have some background in there? (I believe the guy above me did a better explanation at it
)
Both of those are pretty visual, here's an annoying problem i wish fixed, Spoiler'd in case: :
On the upper level of the Laser Redirection, if you just take the cube to the laser and point it at the switch, the moment you drop the cube it will be pushed out. The only way to get the cubes in position is by pushing them without picking them up (or else they get pushed again)
For the first time since Portal Prelude, i gave up. (temporary, ofc)
I was redirecting lasers with the cubes, when i accidentally hitted the button to replace them instead picking up one.. so, i had to reposition all of them.. After that, i activated the first receiver, got to the upper floor and.... discovered that i need to do it again, in a different way.
Ragequitted.
EDIT:
The only reason to ragequit, was the solution that i've found. Very bad. Working for first floor, but very very bad one.
http://cloud.steampowered.com/ugc/594685398995099816/D73F6C0871039D176F3BA634F6ECFA8FD1724E13/
This map was very nice. The textures could have used some cleaning up, and those void areas were not very nice, but otherwise, well done!
Would someone believe me if i said i finished the map using 12 portals?
Least Portals challenges are awesome btw.
Edit: a youtube video will be coming shortly, this will mostly serve the author to see where he could modify some future puzzles to avoid cheesing, unless he's one of those that likes to have alternative ways 
Chaoslux wrote:
Would someone believe me if i said i finished the map using 12 portals?
Least Portals challenges are awesome btw.
Edit: a youtube video will be coming shortly, this will mostly serve the author to see where he could modify some future puzzles to avoid cheesing, unless he's one of those that likes to have alternative ways
I don't really mind alternate ways as long as its not extremely cheap (skip a huge chunk of the level) Also I am interested to see your video 
And Thank you all for the feedback 
Also I probably wont be able to start on a new map for a couple of weeks, just to let everyone know.
Actually I enjoyed the map and didn't have any problems, just difficult to navigate - which seems part of the puzzle. The gel room was a very good puzzle - took me a while. Thanks for creating.
It was very hard... and it look like it took alot of time. Im new to Hammer Editor...so I can only place bricks right now.
Anyway....Good job!
For you! 
http://www.youtube.com/watch?v=JHc-LMHMk4gWhile compressing the first video, i found that Fraps stopped somewhere during.So i made a new video, and guess what? I went from 12 portals to 11 portals, found a way to not use Portal boosting.It does skip a little of the horrible crawling around, which is nice. You may be worried about the light bridge part tho 
This map is awful, one of the worst I've played.
Got out of the first room pretty much straight away, then was stuck in the first dark room for about 10 minutes; I only got through after turning the brightness and gamma to max.
The use of a companion cube in the room you get the portal gun was retarded and unnecessary- I automatically assumed you had to take it with you for the remainder of the map (a fair presumption, considering the fact that it is called the companion cube). Also ended up lapping around the map twice before I saw you had to portal across the black room/void, of which there were far too many- just lazy designing, a large plain room with non-portal walls and a goo floor would've been sufficient.
As for the invisible portal-blocking wall in the following room, don't get me started. If you didn't want the player to use portals put an emancipation grid there, and a death pit rather than just falling out of the map. This was the room that made me look up the walkthrough vid.
The use of light bridges like that in the walkthrough vid was terribly lame, real amateur stuff. Did it just by placing a portal at the top and jumping across.
I have no idea what the point of the button in the laser room is, set it all up, pressed the button and lost it all, so ended up just noclipping out of it. I can't see how you would need it- it's impossible to mess up or lose any of the cubes.
The ending was pointless, as was the broken window at the beginning if there's no actual narrative or explanation behind it- a fade to black would've been sufficient. Also, most pointless criticism of all, but the smilie at the end just added insult to injury after this terrible map
EDIT: Also Lukavian, if this is sincerely the best custom map you've played, I highly suggest you go over to http://myaperturelabs.com/viewfiles.php?o=downloads&desc=y and try out the maps there (some fantastic portal 1 maps, have yet to try the portal 2 ones)
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This map is awful, one of the worst I've played.
You haven't played enough maps.
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Got out of the first room pretty much straight away, then was stuck in the first dark room for about 10 minutes; I only got through after turning the brightness and gamma to max.
I'll point out here that different monitors have varying degrees of brightness, and it is thus impossible to accomodate everyone. If a map has a dim area, there is bound to be at least one person who has problems with seeing everything. Several of us had no problem whatsoever navigating that portion. The dimness adds to the atmosphere, and to remove it would be to remove the atmosphere of the map as well.
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The use of a companion cube in the room you get the portal gun was retarded and unnecessary- I automatically assumed you had to take it with you for the remainder of the map (a fair presumption, considering the fact that it is called the companion cube). Also ended up lapping around the map twice before I saw you had to portal across the black room/void, of which there were far too many- just lazy designing, a large plain room with non-portal walls and a goo floor would've been sufficient.
You cannot fault the author of a map for a decision you choose to make. The use of a companion cube was not necessary, but calling it retarded is going much too far; it's an aesthetic placement. Yes, some would be confused by it. It can also be termed a red herring and is entirely valid.
As for lazy designing, you're making assumptions. The gap does not look nice, but it is possible that the creator was testing out an aesthetic possibility- It failed, yes, in that no one truly liked it, but testing maps to see what people like and don't like is kind of the point. Calling it lazy designing and throwing further insults on what you already have- And what are the point of those, really? It's entirely unnecessary, and only antagonises people- is an assumption.
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As for the invisible portal-blocking wall in the following room, don't get me started. If you didn't want the player to use portals put an emancipation grid there, and a death pit rather than just falling out of the map. This was the room that made me look up the walkthrough vid.
What's the difference between an emancipation grill and that? The fact that objects can pass safely through the latter. That's important in the later part.
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The use of light bridges like that in the walkthrough vid was terribly lame, real amateur stuff. Did it just by placing a portal at the top and jumping across.
...'Lame'? 'Amateur'? What you did was an oversight on the creator's part, yes, but it is in no way 'lame' or 'amateur'- that would be a puzzle solved in the most basic of means (re: Wheatley's chamber). Aside from pointing out that those two words are a matter of perspective and you are offering no real criticism or alternative, I thought there was a certain creativity to it. Light bridges have been blocked by grills, but not by part of a wall and shooting through that. It was a fairly original idea that I have not seen used in other maps. That you bypassed it does not take away from that.
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I have no idea what the point of the button in the laser room is, set it all up, pressed the button and lost it all, so ended up just noclipping out of it. I can't see how you would need it- it's impossible to mess up or lose any of the cubes.
This is why I pressed the button first. On that note, you skipped a fun puzzle by noclipping. Many maps are frustrating. This does not mean one should resort to noclipping. Yes, the button could be done away with. Many have said so.
All in all: I like how you simultaneously bashed a good map repeatedly -and- promoted an alternative site in the same post. First post, no less.
To put it in better terms: Your criticism is valid. It really is. There are many ways this map could be improved. However, you seem to have forgotten all of the map's merits and focused on the frustrating aspects instead. In fact, you consistently bashed the map throughout your criticism. I'm not sure if you considered that this was a first map, and, for a first map, quite brilliant.
Balance, sir, balance.
I have to agree with a few of Risu's criticisms. I only managed to make it to the lasers room before getting stuck and having to work on getting the community roundup posted, but I was very confused when bringing along the companion cube wasn't needed and, in fact, impossible once you got to the room with repulsion gel.
Likewise, the presence of the invisible walls that you couldn't shoot portals through was confusing. And, yes, why fall out of the map, instead of just falling in to death water?
These are all conventions that help people put your map in to context and understand it. Deliberately circumventing them confuses the user and makes your map harder without being more challenging. The companion cube has a specific meaning: take this with you. When the user is tricked in to carrying it along and then stumped why he can't manage to hold on to it for what he assumes is a puzzle he will need it for, you have done your player a disservice.
I did this map last night, of all the maps I've downloaded from here (every single player with a 3+ rating) yours was definitely the one I spent the most time on.
My only major problem was in the light redirection, I solved the first one by making 2 cubes pointing up stacked on each other and one over to shoot through the eyes to open the door (this is wrong btw, it will get you past the first door, but then leaves you with 1 cube too few for the 2nd door). Only reason did this was because when I first shot a portal at the white spot in the ceiling it wouldn't stick. Wasn't for half an hour when I shot it randomly I realized I needed to hit it straight on from one of 2 sides in order for it to appear. Then a bit of experimentation and moving the cubes around let me get through the first half with the 2 cubes like intended and get set up for the 2nd door.
In the normal levels for Portal 2 if you shoot a portal at a wall like that it forces the portal into the proper angle for the solution to the puzzle so even if you're a little off it will still work, not sure if you could add that or not, but would have made it considerably easier while I was trying to solve the 2nd half.
But in the end I did and the music creaped the hell out of me.
Either way, great job, was one hell of a tough level.
First of all... Thank you for all the feedback 
Here are some things I would like to mention...
- This was my first map I have made using Hammer, before starting this map I had little to no experience with it(This made it hard for me to do things, like adding water and effects because I didn't know how at the time) Also I used the Alien Swarm Tools to make this map, making it that much harder for me to wrap my head around a new program.
- The Darkness in the underground, I apologize for that, My monitor is pretty bright and I didn't really think about other people's being darker(I will in other maps I make, now that I have gotten feedback).
- For the companion cube...
You can take it to the end of the level(If you do some text pops up on the screen saying "Mini-Achievement unlocked - Escort the companion cube to the end of the level" I guess nobody found that
(Or didn't say anything)
- The invisible portal blocks/Cleansers where so people wouldn't see them and think, "Oh, I can't take boxes through there... There must be a different way."
- The light bridge part, well that is just a mistake I over looked during the creation of the map. The whole reason to upload these maps are so other people can catch things I(The creator) missed.
- In the laser room, the button is for if the player took all the boxes to the second floor, then went back down and the door shut behind them... At that point they would have to reload the map to fix it, and once again, the problem is because I'm so new to Hammer I didn't know how to fix this, so I just put the button right in front of the player, hoping they would hit it right away. (If anyone has a way to keep the button but fix this problem let me know and I will fix it, I still have know idea how
)
- The broken window and the weird ending is supposed to be like that... The map is called "The Unknown"
- The smile was because I was happy I just finished the map and had so much fun making it, and I figured the player would of had just as much fun playing it(If not you think they would of quit), but apparently the way you're talking (Risu) it sounds like I wasted your time, well sorry for that, but thank you for all the feedback... From you, and everyone else. I'll defiantly take it all in to consideration on the next map I make, and I understand on any map I make, everyone is going has their own personal likes and dislikes/ opinion, and that's fine, I can't make everyone happy
< He he, I'm still happy though.
And just to finish off, again... I really am grateful for everyone who has downloaded and played my map 
I agree with a few of Risu's points as well- they're points that I would concede- but I don't agree with the way it was phrased.
KLJF, regarding the companion cube- I tried, but I got it covered in goo and left it there. xD On a funnier note, while I was toying around with the light bridge, it managed to bounce all the way across the gap back to me anyway. I guess it didn't want to leave?
The map is missing cubemaps. This makes certain hallways look really flat, the broken window in the first room and all of the the Reflection Cubes very ugly, and all of the glass look very one-dimensional.
During the second half of the map after you get the Portalgun, I really like the completely stark black background the areas are in. However, doing this requires some kinda careful construction, and if you aren't then it can look very sloppy - which unfortunately, it does. Case in point, where the Repulsion Gel is, if you jump out of that ledge and down into the pit, you can see a bunch of the rest of the map. The trigger_hurt down there that kills you doesn't do it fast enough, and the env_fade should probably be faster.
Also, I really disliked all of the hidden portal cleansers and (in the spot I was just talking about) invisible portal-blocking brushes. I realize that in certain areas you can't have the player backtracking via portals, and using straight up fizzlers would ruin the Companion Cube mini-achievement, but I can't help but notice when it happened in a bad way.
All of that said, I really liked the puzzles. The light bridge section was really well done in terms of using that specific puzzle element. Same with the area right after that, with the faith plate flings; simple but really well done. However, the final laser puzzle really takes the cake. I love the idea of one puzzle setting up the next one, the way that you have to make the lasers point upwards so you can complete the upstairs puzzle. Love that, I hope we some more of things like that in the future.
I really enjoyed the map, it needs some work and the cubemap thing is kind of a major fuck up in terms of visuals and finalizing the map. But I'm looking forward to more Portal 2 maps from you!
Hi, I did like this map at times and not so much at other times, but others have already said most of what annoys me, so I'll just say a few things that hopefully help.
First thing is I did manage to solve this map with no help and got the achievement for bringing the companion cube with me on my first time through, but I had to do a couple reloads to do it. Once was when the cube got covered in blue gel, and again at the very end when I realized the E-grid shuts down after you walk through it, but also the door closes so I had to reload to set the cube between the door and the grid before walking through the grid. Had to redo part of the laser puzzle because of that 
As for the invisible portal barriers... I bet that with some creative thinking you could figure out how to make them into E-grids and still bring the cube along. For example there's the last one that destroys portals between the upper and lower laser rooms. You could make there be a grid between the rooms and off to the side of the grid make a hole only big enough for a cube to be handed through(just like getting the first lens cube out of the turret room). I think portals players would understand that and enjoy the puzzle more that way.
There's also the invisible barrier between the blue goo puzzle and the light bridge puzzle. This one's a little trickier to fix. I see 3 options though. You could have a glass wall with a hole in it to place the cube through. Behind the glass wall is a conveyor belt that moves the cube from one side of the gap to the other so that once across you just get the cube from another hole in the glass. I guess that's a pretty time consuming fix. A better one is to make it so the player doesn't have a shot at the portal-able surfaces in the light bridge room, just move the whole room so it's around a corner or through a hallway. Another more difficult way to do it is make the light bridge room start as a room with no portal-able surfaces and once the player is across the gap into the room have it transform into the puzzle room the way rooms in Portal 2 sort of transform.
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- In the laser room, the button is for if the player took all the boxes to the second floor, then went back down and the door shut behind them... (If anyone has a way to keep the button but fix this problem let me know and I will fix it, I still have know idea how)
I have no experience with making portal maps, but I know that in both Portal 1 and 2 there is a map that allows you to trap yourself and when you do the announcer tells you you've trapped yourself and opens the exit door for you. Maybe you can use that trigger in some way to keep players from getting trapped...but also not solve the puzzle for them when they do get trapped.
Ah, I have an alternative suggestion regarding the fizzlers that everyone dislikes. First, perhaps, have a training puzzle wherein a cube or object must be brought across a custom particle field that has the same effects as the current- invisible- portal-blocking walls. Alternatively, any sort of indicator that it's there will do. I'm not sure, given I've yet to try Portal 2 mapping.
This would allow for the use of this same field in later puzzles so people know they can bring a cube across, but that it will also stop all portals.
Granted, this is a bit much for an achievement, but I'm sure the concept could be used for other puzzles as well.
I didn't like this one... puzzles felt forced, more like exploits than solutions. Also some bugs.
Let me start by saying, some of these comments were totally uncalled for. The author obviously put a great deal of work into creating this map for our enjoyment (free of charge).
With that said, this map was a tad ambitious for a first map and I found myself getting frustrated with all of the backtracking required. Also, as was stated earlier a companion cube has specific meaning in this game and I too was irked that I ended up carrying that thing around for no apparent reason.
Anyway, thanks for making this. You did have some interesting ideas.
I'd be willing to give it another go after you polish it up a bit.
GLaDiator wrote:
Let me start by saying, some of these comments are totally uncalled for. The author obviously put a great deal of work into creating this map for our enjoyment (free of charge).
I'm not sure specifically what you are referring to, but on this site we give the hard criticism. We don't sugar coat when a map has problems, and we don't congratulate anyone who can bang rocks together and call it a puzzle. This map is good but it has some flaws, and that's all anyone is really saying.
GLaDiator wrote:
Let me start by saying, some of these comments were totally uncalled for. The author obviously put a great deal of work into creating this map for our enjoyment (free of charge).
Yeah, I have no problems with the comments, I know there is a lot wrong with the map, and I would prefer people telling me what they don't like then just saying everything is fine, even though it's not... But Thank you
.
Fair enough, I just thought people using terms like "awful" and "retarded" were a tad harsh.
GLaDiator wrote:
Fair enough, I just thought people using terms like "awful" and "retarded" were a tad harsh.
Awful not so much, but I can agree with the comment about the use of the word "retarded".
GLaDiator wrote:
Fair enough, I just thought people using terms like "awful" and "retarded" were a tad harsh.
Oh yeah, if your talking about Risu, yeah he seems to get angry over little things 
This map made me sicker than playing through the entire single player campaign in a continuous run. I'm not sure why, it might be performance-related?
Risu is a troll. that's all there is to it. there's nothing wrong with pointing out what's wrong with the map as long as your comments are constructive.
UberSprode wrote:
http://www.youtube.com/watch?v=I3FCf8XaLzg
Some issues I found with the map.
Just fixed a bunch of stuff, I think I'm going to leave the turret room thing, seems to be a legit strategy. 
msleeper wrote:
Please tell me you added cubemaps.
lol, yeah... The first time I didn't know what cubemaps were for, so I had to look them up on the wiki XD
I'm still playing around with them, but for the most part, everything looks a lot better now. Thank you for mentioning cubemaps, I didn't know why the glass was like that.
As a general rule, you should add a cubemap where there is any major change in lighting. For example in the sewer/tunnel areas in the first part of this map, you should add a cubemap where the lights are, as well as add one where the dark areas are.
Unfortunately it looks like Portal 2 doesn't have the cubemap testing "weapon", and I can't seem to get it to work by cheating and manually copying the model.
That was fun. The light bridge section, you definitely should put something in to keep people from just skipping the whole thing... and the jumps could be more difficult like in DeMaGepy's map, and i wouldn't mind. I spent 5 minutes trying to throw the old cube up the hole in the ceiling past the fizzler, then gave up and brought it all the way the other way where i found the portal gun. (i guess no companion cube for doing it that way...) then i returned and defeated the turrets with portals and the cube which i could bring through a portal on the floor to the other side... i was thankful for the reset cubes button in the discouragement beam section because the first time around i just brought 5 cubes up with me (thinking i might need them up there) and once i was up there i knew what i had to do and could just quickly set it all up after the reset. There was something interesting about walking through the tunnel at the end which looked so much like the other tunnel that i fell through earlier... if only the lights were the same there might be some kind of symbolism there...
I've played about 10 user created maps for Portal 2 so far, and this is probably like my 3rd least-enjoyed map. Sorry bro. I mean, thanks, it gave me something to do for awhile at work, but it was one of the most frustrating maps I've ever played.
Having to slooowly crawl through tunnels, and lots of frustrating parts, like the blue gel jump across the fire pit, or the light bridge ascension... both parts where you have to keep starting over with each mess-up. Now I'm not against ninja maps... I loved the flinging part. But I hate to keep replaying the same part 15 times because it's hard to find just the right place to make a single jump.
Also, lot of really dark areas and other things people pointed out, like the fact that first underground laser is going somewhere. I blocked it to move past and took me forever to realize I needed to unblock it after getting to the other side of it.
F6 is your friend. He put a quick and easy way to die in the light bridge section so you could have used f6 easily... and he put a very nice little reset system in on a couple occasions too. Those things are always appreciated.
That wasn't the intended solution for the turret room?
I spent 30 minutes trying to throw that cube up through the hole to block the turrets like he did I ended up getting it stuck up there then went and grabbed the companion cube and jumped and used that to bump it up through the hole so I could use it to block the turret fire.
Splendid!! The turret puzzle, the hardlight, the beams and cubes puzzle are all excellent and great!! The best map I have ever played. Gread work!!
I just registered to say that this is the best portal level I have ever played. Seriously. If this had been in the game, it would have been the hightlight for me (though it would have stumpted the majority of casual players!!)
Great concepts (light-bridge "jumping" and vertical laser pointing) that I'm surprised were not in the retail game itself.
Well done! Will definitely download your next map.
Good job. This map is like a piece of art. I like the simplistic style. It puts more emphasis on the concept of the puzzle allowing the actually game play to stand for itself. It's great. I really like it.
Hey, just wanted to chime in and say great job! At first I was going to comment about the lightbridge section exploiting what I consider a bug in the game, whereas if you shoot a portal slightly above the existing one it automatically raises you up slightly, which is how I solved it, but then realized I did it wrong, and was supposed to jump first! I also loved the non-traditional use of the redirection cubes, that one took a while to figure out! hope to see more from you!
The puzzles were only moderately difficult, the lighting poor, and the path tedious. Not to mention that I hate maps that are harder to play with a controller (e.g. throwing cubes.)
Some good ideas in a poor package. Brighten it up, straighten it up, shorten it up, and it would be much better. Only a 3/5 from me, because I recognize the great effort, if not the great result.
Fantastic map, i really liked this one, especially the weird unexplained corpse (?) shot at the end.
D:
this map was actually easy, except for that lazer madness part ................
it took me like 30 minutes to get there, and then another 2 hours worth of burning my ass with these lazers -.- i tried all sorts of creative stuff with them cubes, like piling them up to get over the edge, or turning them in wierd angles, and of course i would always accidently hit the reset switch when i have all cubes set up as i wanted...
hats off to you, the last puzzle really kicks ass! more of these please 
edit:
on a sidenote, my mac really lagged alot on this map, much more then on any other maps or source games i play, lowering graphic settings didnt help.
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If you get stuck here is a walkthrough
Story: You awake in a pile of broken glass, with a pounding headache and no memory of how you got there. Your only goal is to find your portal gun and escape from the building. (A quick story I threw together right now lol)
Info: You start off the level without your portal gun forcing you to traverse the first part of the level until you find it. Once you retrieve it you must use it to solve a few puzzles to escape.
Note: This is my first Portal 2 map I have made, I started with little to no experience with Hammer, but it was lots of fun and I have learned a lot during the process. I may make another sometime in the future, but I don't know for sure.
UPDATE V 1.3:
- Added Cubemaps to fix the glass/reflective cubes
- Lit up the underground a little more
- Added a gate so underground laser is more visible
- Took out companion cube/changed room layout so it didn't look so empty
- Fixed invisible portal cleansers
- removed black pit
- Fixed light bridge exploit
- Fixed button in laser room, now it warns what it does (You have to hit it twice to reset the boxes)
- At end of level it fades out and returns you to the main menu
- Put download in a .zip and added readme file
Steam Workshop Page
http://steamcommunity.com/sharedfiles/filedetails/?id=71601682