File Size: 47.62 MB
Downloads: 18892
Rating: (125 votes)
Description
Get ready for fun and excitement! This map pack consists of 6 maps with 2 tests/map and one intro map. Every map has a different theme and puzzle element. There will be many hazards and many surprises. And you will have to face the most evil villain of all! Ma4X44kLQ24 I want to thank everyone here on Thinking With Portals who playtested and iWork925 for making the trailer and Lemonosity for some help with the intro map. And July Crisis for letting me use their song in the credits. Let me know what you think about it! //By CaretCaret caretcaret.se [email protected]
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If you find any bugs or think of any general improvements I can make please let me know so that I can fix it.
Update 1.1:
Improved texture variety in chambers
Fixed (?) players not receiving the portal gun on map 02
Various changes for boss battle
Update 1.2:
Improved texture variety in chambers
Fixed (?) music in funnels
03, improved portal bumpers
03, added autosave in 2nd chamber
03, fixed player death when falling through tiled roof
05, added signs
06, turretboxes now ignite by laserfield
And various other changes
To do list:
(?) = maybe
01, intro(?)
03, easter egg(?)
06, more fun stuff in last elevator(?)
Wow, really nice map pack!
Puzzles were pretty easy, but the maps were amusing, creative, pretty and really well made, thanks 
I have a total soft spot for the blind turret now. Loved that whole part!
Edit:
When the blind turret spawns the messed up ones on the descending platforms, you can throw them from one side to the other and save a bit of time;dunno if that's intended =)
This is amazing! I only encountered one bug. I thought there might have been something under the panel stairs in map 1, chamber 2. I fell under the panels and had to noclip out.
Wow. Just finished playing this updated version and it was more than awesome. Nice surprises here and there, cool boss fight and generally not too challenging but not too easy either. Simply great. Keep it up, dude. 
I only can follow the people who posted before me. this was great cinema. like the portal 2 campaign, but in a nutshell.
These chambers, albeit too easy for my taste, were a lot of fun. The only thing I didn't care about was the boss battle. 5/5
Loved it to bit's, easy maybe, But this was on on the same level and quality as the Original Portal 2 Maps. Really enjoyed playing your maps, you have some great imagination. Really liked the boss battle and can't wait until you release some more maps.
I had to make an account just to say how amazing this map pack is. I'm pretty new to the portal custom level/mod scene, but this is the best I've played yet. It was hilarious, the puzzles didn't leave me frustrated, and it had a nice kind of story to it. Spectacular job! ;u;
Thank you so much! Its really heartwarming to hear that you guys liked it so much.
Outstanding mapping and puzzle creation. Medium/easy difficulty so everyone could play. Well conceived and executed. Thank you.....
Wow...making a better boss fight than Valve...but still managing to keep the dificulty of the original (I hate those maps where you need ninja skills...) and the feeling. And wow, the effects! I didn't expect many of those!
You are a master.
Awesome mappack! This is a must-play!
nrsZWJI-xUs
(Link: http://www.youtube.com/watch?v=nrsZWJI-xUs)
However the first map felt familiar to me, was it released before (with a different name maybe?)
Have to agree with the rest of the guys...absolutly the best mapset i've ever played (could have been a part of the real game)
KEEP EM COMMING
(plz)
DinoSvenningsen wrote:
absolutly the best mapset i've ever played
Play NYS-5, then judge!
Djinndrache wrote:
DinoSvenningsen wrote:absolutly the best mapset i've ever played
Play NYS-5, then judge!

CaretCaret wrote:
Djinndrache wrote:DinoSvenningsen wrote:
absolutly the best mapset i've ever played
Play NYS-5, then judge!
You're one of the outstanding ones, and I wouldn't call NYS-5 the best either. It's just that there is no "the best mappack", but there are quite a few really awesome and outstanding mappacks. I dislike when people try to make a concrete ranking like "This is number one!"
That's just sucking up to someone without a real objective or subjective meaning.
Djinndrache wrote:
Djinndrache wrote:DinoSvenningsen wrote:
absolutly the best mapset i've ever played
Play NYS-5, then judge!
You're one of the outstanding ones, and I wouldn't call NYS-5 the best either. It's just that there is no "the best mappack", but there are quite a few really awesome and outstanding mappacks. I dislike when people try to make a concrete ranking like "This is number one!"
That's just sucking up to someone without a real objective or subjective meaning.
I was thinking the same thing! 
I saw Djinndrache's video of it. I'll download it as soon as my ISP stops acting up. I believe you deserve cake. 
This is an excellent map pack. Excellent story line. I really like what you've done with the place.
It is refreshing to see someone make a good set of maps that don't require perfect execution to complete. The end battle took me a while. I ran in many, many circles until I figured it out!
Keep up the excellent work!
Djinndrache wrote:
It's just that there is no "the best mappack", but there are quite a few really awesome and outstanding mappacks. I dislike when people try to make a concrete ranking like "This is number one!"
Oh, yes. I kinda agree. I read it like he said, "this is my favorite". and then you said "NO! This is the best one!". But as you said, there is no best one. But I still think one can say "the best ive ever played".
Fantastic work, Really enjoyed them, Very professional with some really good surprise twists. As said before, not too hard but not a walkthrough either, I guess it is hard to create a balance between the hardcore headscratch puzzlers and the casual advanced players but you seem to have pulled it off fairly well. Keep up the good work.
PsyMan wrote:
As said before, not too hard but not a walkthrough either, I guess it is hard to create a balance between the hardcore headscratch puzzlers and the casual advanced players but you seem to have pulled it off fairly well.
I was aiming at the portal 2 story difficulty. So that every player could complete it, but to make sure the more hardcore players could still enjoy it.
Basically I made a map pack that I would enjoy playing. And I dont like precision maps, and I dont like maps that bend/break the rules of the portal universe. (Theres nothing wrong with it but I just dont like it)
I'm another person that created an account here on TWP just so I could give you props
Great map pack
I also ran in circles for a long time in that last fight, but found a way to juggle one of the bombs, preventing more bombs from being thrown, and giving me a moment to THINK!
Your attention to the little details and the addition of nice effects and surprises made this the most fun I've had with a downloaded map in a long time! Absolutely brilliant job
Thanks for creating, and I look forward to your future works!
Sorry this is SO late, and sorry for the wall of text. Honest to god review of you map:
Now, don't get me wrong. That was THE best custom Portal 2 experience I have ever had, and is the best mappack so far IMHO. BUT, you did ask for issues and I had a few:
1) In 02_paint, was stuck because blue gel didn't splash on the wall for me, only on the floor. Had to noclip to victory.
2) The use of signage would probably be good. A couple of times I was standing on buttons not knowing what they did. Or not knowing where to go in general.
4) Several times in 04_funnel, I seemed to have died for no reason... I couldn't figure that one out. I figured it was some sort of workaround prevention. It's kind of annoying.
5) in 06_finale; The first room is VERY familiar to you know what from you know which dlc. The white paint is set a very odd angle so it's hard to "aim" the portal. If its intentional to make it harder, then I suggest you take alternate routes for that... just seems annoying. Also the white paint seems to trigger catapults..??? At first I thought I needed to fling paint with a faith plate, but I didn't seem to use it (bug?). And the laser field which moves, can be avoided easily by standing on the ramp...
The levels had really good ambience but overall the mappack had a general lack of texture variety. There were whole rooms made of the one texture (less the whites) and it came of a bit half assed in such a finely polished end product. It's nothing critical, just a bit of a shame.
I feel really bad shitting on that pack, but that's the only things that I could find that needed improvement. Compared to most maps that have been released recently of which the list would be shorter of what was RIGHT with them. BUT you did ask.
On to what I did like about your map pack, I might cut this short because there so much. (And aspiring map makers should read this because it's what makes an interesting map.)
1) The difficulty scaling was perfect. I have seen in a lot of maps and even commercial games, they try to make their short ass game feel longer by either; making it rinse-and-repeat insane difficult, to the point where you are on your 12th attempt and you give up (cough bf3). OR they make it impossible to figure out and make it require a load of hoop-jumping (cough skyrim). Your pack was perfectly geared (towards me at least), you compensated for the decreased difficulty with a ton more content: more chambers, bts areas to explore, expansive vistas, Easter eggs etc. I actually had FUN from this, the same kind of fun you have from a Valve map. Good job.
2) Great amount of 'custom' content made with the supplied assets, ie; The drop scene, the turret scene, the boss fight and homing missiles. The song and dance at the end also! All excellently created and implemented. The bts transition between the chambers broke up the gameplay a bit and gives you a chance for a bit of sightseeing etc, also perfectly constructed even if it was a bit unpopulated.
3) The overall feel of the whole pack, just emitted this overall professional feel to it. If I was sent this pack and told it was made by a company, or its Valves next dlc... I would not second guess them. I enjoyed it that much that I would pay good money for it. I guess it might be because I have been 'Good map deprived' (GMD) for a little while now, but I'm really glad that I tried this out. It is (as I said before), the most outstanding, brilliant and exceptionaly first rate map, let alone map PACK I have ever played. Truly extraordinary and incomparable to most.
I am really honoured to have played this I thank you good sir. iWork925 seal of approval. 9.5/10.
iWork925 wrote:
Sorry this is SO late, and sorry for the wall of text. Honest to god review of you map:
Thank you so much for taking the time to write this!
iWork925 wrote:
1) In 02_paint, was stuck because blue gel didn't splash on the wall for me, only on the floor. Had to noclip to victory.
Hmmm... where was this? The only wall that is suppose to have blue gel on it is the one in the air, in the middle of the 2nd puzzel.
iWork925 wrote:
4) Several times in 04_funnel, I seemed to have died for no reason... I couldn't figure that one out. I figured it was some sort of workaround prevention. It's kind of annoying.
You are only suppose to die if you fall out of a test chamber, get killed by the turret, fall down where those things are being cut by the laser or go into the fan. Did you die some other way?
iWork925 wrote:
5) in 06_finale; The first room is VERY familiar to you know what from you know which dlc.
Yes... I was thinking of remaking that part but its so hard to make a fun white gel puzzel 
iWork925 wrote:
Also the white paint seems to trigger catapults..???
Oh, I thought I fixed that 
iWork925 wrote:
And the laser field which moves, can be avoided easily by standing on the ramp...
I sure didnt think of that, kinda silly of me.
iWork925 wrote:
The levels had really good ambience but overall the mappack had a general lack of texture variety. There were whole rooms made of the one texture (less the whites) and it came of a bit half assed in such a finely polished end product. It's nothing critical, just a bit of a shame.
yeah... I guess I should do something about that. But it sure isnt my favorite thing to do
> iWork925 wrote:
3) The overall feel of the whole pack, just emitted this overall professional feel to it. If I was sent this pack and told it was made by a company, or its Valves next dlc... I would not second guess them. I enjoyed it that much that I would pay good money for it. I guess it might be because I have been 'Good map deprived' (GMD) for a little while now, but I'm really glad that I tried this out. It is (as I said before), the most outstanding, brilliant and exceptionaly first rate map, let alone map PACK I have ever played. Truly extraordinary and incomparable to most.
I am really honoured to have played this I thank you good sir. iWork925 seal of approval. 9.5/10.
Oh my!
I just wanna thank you iWork925 for the great feedback, its really useful.
And if anyone else here can think of any improvements dont hesitate to tell me!
Hi
tnx for your great map pack
i have a problem on chapter 2 ( when elevator fall )
after i pick up the portal Gun from Bird's nest , it didn't appear in my hands so i cant use it
any solution .... ???
ty much
sorry for bad ENG
virus2009 wrote:
Hi
tnx for your great map packi have a problem on chapter 2 ( when elevator fall )
after i pick up the portal Gun from Bird's nest , it didn't appear in my hands so i cant use itany solution .... ???
ty much
sorry for bad ENG
Try the command "give_portalgun" on console. Any portalgun now?
CaretCaret wrote:
iWork925 wrote:1) In 02_paint, was stuck because blue gel didn't splash on the wall for me, only on the floor. Had to noclip to victory.
Hmmm... where was this? The only wall that is suppose to have blue gel on it is the one in the air, in the middle of the 2nd puzzel.
Redacted. I was an idiot.
virus2009 wrote:
Hi
tnx for your great map packi have a problem on chapter 2 ( when elevator fall )
after i pick up the portal Gun from Bird's nest , it didn't appear in my hands so i cant use itany solution .... ???
ty much
sorry for bad ENG
i have the same problem,pls tell how to fix this?thx
nietzdwzm wrote:
virus2009 wrote:Hi
tnx for your great map packi have a problem on chapter 2 ( when elevator fall )
after i pick up the portal Gun from Bird's nest , it didn't appear in my hands so i cant use itany solution .... ???
ty much
sorry for bad ENG
i have the same problem,pls tell how to fix this?thx
This sounds bad. The map triggers the console command give_portalgun and upgrade_portalgun when you step over the portal gun.
I have no idea why this wouldnt work. 
Recently I played too many hardcore maps and this was so refreshing. Beside coop maps I haven`t got so much fun lately. Valve quality with great twists of action. Simply a must play for everyone loving portal. Many thanks for mapping !
This was awesome mappack!
Seriously, finale was funny and I liked it, didn't excepted that detective turret could be the "evil" guy! 
Also, now I know where your avatar came from 
WOW that was awesome
it really was so amazing literally just completed it. loved the press spaaaaace to exit 
I knew this was 5/5 before I was halfway through. Yes, the puzzles were fairly easy, but that's not a bad thing. I got exhausted before I finished NYS-5.
One place in 04_funnel where you can die unexpectedly is if you portal through the lowest platform, see this http://youtu.be/5gOR3Q_G58k. Apparently, the kill trigger is too close to the platform.
If this hasn't already made the Community Spotlight, allow me the honor of nominating it.
These maps are so much fun to play. Thank you for awesome mapping!
Design ist well made and the effects and all the build-in animations are amazing.
I would rate this a 10/10, for gameplay, design, imagination and fun!
This Mappack is the definition of awesome. Must play!
KennKong wrote:
One place in 04_funnel where you can die unexpectedly is if you portal through the lowest platform, see this http://youtu.be/5gOR3Q_G58k. Apparently, the kill trigger is too close to the platform.
Crap!
KennKong wrote:
If this hasn't already made the Community Spotlight, allow me the honor of nominating it.
God that would be sweet.
CaretCaret wrote:
nietzdwzm wrote:virus2009 wrote:
Hi
tnx for your great map packi have a problem on chapter 2 ( when elevator fall )
after i pick up the portal Gun from Bird's nest , it didn't appear in my hands so i cant use itany solution .... ???
ty much
sorry for bad ENG
i have the same problem,pls tell how to fix this?thx
This sounds bad. The map triggers the console command give_portalgun and upgrade_portalgun when you step over the portal gun.
I have no idea why this wouldnt work.
Maybe just put a weapon_portalgun there? In that case you don't need console commands, so that might solve the problem 
Just chipping in with my congratulations on a lovely swathe of mapping.
I pretty much sailed through them all, but the flow, style and frequent surprise moments made it highly entertaining. I know there are plenty of maps out there of keyboard-thumping difficulty, but there are few that work as well (particularly as an ensemble) as most of these do.
As a niggle the texturing did suffer a little here and there, some added detail would have improved things, but the general design was more than good enough to brush over that.
Good final fight, as everyone says, I had no idea Defective Turret Had so much to say!
Congratulations, it's a 5 from me
It's possible to get stuck in an old elevator on the second map, like this:
6iiaIHqBGDU
Excuse the music, I keep forgetting fraps records windows sound. 
Rotab wrote:
It's possible to get stuck in an old elevator on the second map, like this:
6iiaIHqBGDU
Excuse the music, I keep forgetting fraps records windows sound.
Should make an easter egg there ^^
Update 1.1:
Improved texture variety in chambers
Fixed (?) players not receiving the portal gun on map 02
Various changes for boss battle
This was amazing! i found 1 little bug, by the level, where u switch the room, in the observator room is a nodraw skin. I hope u understood me, im not too good in english
Anyway this was the best campaign what i played till now so congrats!
CaretCaret wrote:
Rotab wrote:It's possible to get stuck in an old elevator on the second map, like this:
Should make an easter egg there ^^
LOL: Did u make an easter egg in update 1.1
Anyway this would be my first feedback on a map.
5/5
Are you a college dropout or something .This would have taken so much time to create.
The puzzles were straighforward but beautifully designed so that anyone could finish it.
The transition between the themes seemed very deliberate. Take it that you wanted to show off all the themes.
Making the defective turret the villain was a great idea. Could have been a Valve DLC.
The white gel puzzle seemed very much like the Peer Review DLC map. I get bored of it.
FPS performance was also very good
That was a wonderful map pack. I only have 4 problems
1) Jumping on the faith plate in the second chamber that moves to replace the first in cc_05_mix kills you
2) There is also a hole in the obsurvation room you get to by smashing the glass in the same chamber
3) In the boss fight, shouldn't hidding between the turret boxes protect you from the lasers?
4) In one of the earlier chambers there is an indicator light that I don't think you set the right brush surfaces for.
Soundlogic wrote:
2) There is also a hole in the obsurvation room you get to by smashing the glass in the same chamber.
Yeah, spotted this one too.
Great mappack, brought me a few hours of fun. Thank you and congratz!
Soundlogic wrote:
2) There is also a hole in the obsurvation room you get to by smashing the glass in the same chamber
4) In one of the earlier chambers there is an indicator light that I don't think you set the right brush surfaces for.
dagnabbit!
Soundlogic wrote:
3) In the boss fight, shouldn't hidding between the turret boxes protect you from the lasers?
I guess so, cant be done though. But it was my original intention to have them blow up by the laser. might try to get that working again.
Thanks for the feedback!
Hey dude,
I love Portal and want to collect some gameplays (first blind run), speedruns and bug reports.
My records should help you to understand how the player thinks.
Well, I hope I can support you with my uploads to fix any bugs and make new awesome maps.
Here are yours!
gameplay
GgBmUQY70UM
cutoff
r4C79dCh3Bw
AMAZING!!! 
Great leveldesign and interesting puzzles (sometimes very simple)...
Sorry that I failed so hard or take a long time (try to find bugs) in some places.
THX for mapping...
Keep it up!
Ok, I've just played this and convinced Codename to play it, too.
I'll put my thoughts in to writing, there isn't much wrong with the level.
There aren't issues, that I have any problems about.
1. The "'Tashe Turret" chamber. It took a few lives to notice the cube down at the far end.
2. The "Test chamber Swap" chamber(s), I noticed a bit of the wall missing, after the swap: http://steamcommunity.com/id/MikeSharpe ... tab=public
Yes, it's that Codename, host of a Portal 2 Podcast.
iWork925 wrote:
in 06_finale; The first room is VERY familiar to you know what from you know which dlc.
I also thought this, especially when I was starting out. Just for fun, I uploaded the .dem of my solution:
http://ge.tt/9sPC9fB > gelplacement.dem
iWork925 wrote:
The levels had really good ambience but overall the mappack had a general lack of texture variety
This didn't bother me so much. I still liked many of the appearances.
Elevator
I was amused to see that you had not forgotten to keep using the old-style elevator even in the modern shaft. Hooray for continuity!

Soundlogic wrote:
There is also a hole in the observation room you get to by smashing the glass in the same chamber.
Hole

I was pleasantly surprised when I was catapulted into the room. I wasn't quite sure how everything would fit together until the end.
Overall, the difficulty level was excellent. The boss battle didn't even kill me, but I thought it could have been a little easier. I had a tough time getting the gel on the one platform with the working turret, since I chose to jump to the other one.
I also had a strange error with the white gel during the boss battle. It started out fine, but then it started to fall less frequently and not quite where the portal bumped towards.
http://ge.tt/9sPC9fB > gelplacement.dem
But it wasn't a game-breaker.
5/5
Amazing map pack you have here. When Try Anything Twice is done being featured, this should be the next Community Spotlight.
I would agree that some areas could use more texture variance, especially the metal walls in the first chamber. It was most noticeable there. The destroyed environments looked nice, but they probably could have used more destruction (sunken ceilings etc.). Other than those few things, the environments were very nice.
I got a good laugh out of the turret featured in your avatar, as well as with the scuba turrets at the end. Classy.
I had a couple of problems with the boss fight. When the turrets dropped down on their platforms, I tried splashing them with paint (which unsurprisingly did nothing). It wasn't until I noclipped around and got a better view of the situation that I figured out what to do. My only suggestion is to make the platforms a little brighter.||Also, during the laserwall section, I jumped to a side platform. The bombs kept on dropping and flinging toward me, but backwards. They did no damage to me.|| Other than those two things, the boss fight was a great ending and was a lot of fun to do.
Here is one graphical error I found.
Other than the things I mentioned above, this mappack was excellent. I look forward to what else you have in store for us.
Finally a good mappack. Was very good, I was impressed how you defined correct defective turret voices to his actions. I rate this 5.
This was the first add-on release I'd tried for Portal 2...and it was excellent!
I had a big smile every time I completed a puzzle. Great job, and thank you!
Should I upload the vmfs? It just occurred to me that someone might be interested.
Hello !
I'm just new to Portal 2, finished it yesterday and your map pack seems to be a great way to pursue having fun with puzzles.
I already finished the two first chamber but it seems to be a bug after the second chamber in the elevator. It goes up and then fall down. Is that normal ?. I posted a video to show this
yzS0TTdZmr8
PS : playing on the Mac version.
max_h2o wrote:
Hello !
I'm just new to Portal 2, finished it yesterday and your map pack seems to be a great way to pursue having fun with puzzles.
I already finished the two first chamber but it seems to be a bug after the second chamber in the elevator. It goes up and then fall down. Is that normal ?. I posted a video to show thisPS : playing on the Mac version.
Did you extract all the files?
Do you have cc_02_paint.bsp in the portal2/maps/ folder?
Allright ! I just did something wrong upon extracting the files. Thanks again for your quality work !
This map pack was wonderful! Thank you for making it. I especially enjoyed the (boss?) fight at the end, but the whole thing was great.
Suggestion: Use the auto-centering on portals more (you know, whatever makes portals automatically be placed at a central spot on a small portalable surface). I believe it was bridges test 2, where I died twice right at the end because I had positioned the light bridge wrong.
Compliments: Using plenty of music and not making the tests too undirected. Other community maps I've played were lacking these, along with the portal centering which I think you used some of. Really, great work; I look forward to seeing more maps made by you.
Wow. Mind blown. It literally felt like I was just playing regular portal 2. I absolutely loved it. The difficulty was almost perfect, maybe slightly on the too easy side. Keep it up!
Update 1.2:
Improved texture variety in chambers
Fixed (?) music in funnels
03, improved portal bumpers
03, added autosave in 2nd chamber
03, fixed player death when falling through tiled roof
05, added signs
06, turretboxes now ignite by laserfield
And various other changes
Fantastic set of puzzles. They start off easy enough, although there's much ingenuity here and you still have to work to figure out how to solve them. But the final level is one of the most taxing I've every come across, in both its intriguing parts.
Excellent! Congratulations!
I also really liked all the puzzle, but I think I solved some of them the wrong way since I failed to find a proper solution.
This was bloody amazing. I loved every bit of it, but my favourite moments would have to be the boss fight (I love defective turrets!) and whereyou launch the cube using the funnel and have to catch it. Dont ask me why, but I just really liked that bit.
One problem, might just be me (as no one else has metioned it) but in the chamber with the gel and funnel where the front half moves there wa a weird glitch going on with the walls on the back half of the chamber, the paint and various props where they would all flicker in and out. One moment there, millisecond later gone.
2012-01-20_00015.jpg
2012-01-20_00014.jpg
****ing perfect, nice to see how the minor problems from the WIP are all resolved now (AFAIK). Also props for the boss fight 
5/5
Spam Nugget wrote:
One problem, might just be me (as no one else has metioned it) but in the chamber with the gel and funnel where the front half moves there wa a weird glitch going on with the walls on the back half of the chamber, the paint and various props where they would all flicker in and out. One moment there, millisecond later gone.
Hey thanks! Ill look into it. Maybe some visleaf problem, who knows.
I had remembered playing those first two maps before, long time ago...
Anyways this was very impressive.
Absolutely awesome map, its not overly difficult, nor too easy, perfect balance. I love all the little scripted bits too.
This is one great map pack! I like the visual quality and large variety in gameplay and environments.
Especially the characterisation of the Boss turret is well done. His lines are well picked and the chaotic mechanisms of the boss fight match his personality very well.
I haven't played any of the other maps in the recent roundup yet (been away from the Portal scene for a while), but this map pack really deserves to be the new spotlight.
Keep up the good work 
Hi CaretCaret
I downloaded Portal 2 very recently, and obviously loved it but I felt there was something missing from it compared to Portal 1, I think the puzzles were a little more fun and challenging in the first game. (I haven't played multiplayer yet)
So after finishing Portal 2 a little disappointed, I only found out today you could download levels, and yours was the first I have downloaded.
I've only just made it past the level highlighted in your avatar, and I've just registered to say how much I'm enjoying it already!
Really brilliantly FUN puzzles, thank you so much for going to so much trouble! Looking forward to completing it as well 
Cool map! Really easy but extremely fun. Nice use of all the elements, especially the turret dressed up. 
I also loved the ending. Great job!!
Great map, one of the best ive seen
Maybe add in what level you are on before you leave the elevator? Like in Singleplayer
I loved the map! This is probably my favorite Portal 2 map pack. I liked how well you used each theme, and how seamlessly they connected together. I laughed out loud at the bird carrying off the portal gun.
I did find something weird out though. When the elevator falls, if you jump and go to the edge of the elevator, the elevator gets stuck. Maybe your clip brushes are extending too far into the shaft?
Great job!
wrathofmobius wrote:
When the elevator falls, if you jump and go to the edge of the elevator, the elevator gets stuck. Maybe your clip brushes are extending too far into the shaft?
Sounds bad! Is this on the first map? Do you get stuck for good or can you make it fall again?
It was a fantastic map
, also the idea of putting and modifying a boss at the end was a totally new idea
10/5 , keep the hard work up .
CaretCaret wrote:
wrathofmobius wrote:When the elevator falls, if you jump and go to the edge of the elevator, the elevator gets stuck. Maybe your clip brushes are extending too far into the shaft?
Sounds bad! Is this on the first map? Do you get stuck for good or can you make it fall again?
Yes, this is in the first map. You can make it fall again by moving into the center of the elevator. This makes it not too much of a deal but I stood there for a couple of seconds wondering if the doors of the elevator were supposed to open or something.
Wonderful mappack, and a nice change from the "let's make P2 harder" style of modding that seems prevalent these days.
Good job.
Here are some general feedback.
The good:
-Great overall atmosphere.
-Environmental storytelling keeps interest high.
-Transitions pace the puzzles well.
-Mid-level change-ups were timed well.
-Puzzles were fun to solve.
-I liked the fact that your puzzles had middle steps.
-Great use of music to give the player a hint at the style of play during the dark ride.
-Clever reuse of half of a chamber.
The bad:
-Transitions between visual themes were too rapid, and instead of feeling progression, I felt disoriented.
-Some spaces could be tightened up, especially the mechanics that causes slow pacing like the funnel and the hard-light.
-The autosaves were not forgiving enough.
-I don't think I beat the turret with a hat the way you intended. I threw a cube at it and the first time, the cube landed perfectly on the platform, forcing me to restart. Showstopper.
-Lack of overall cohesion between chambers. They sometimes felt like completely different parts of a campaign.
-First usage of white paint greatly reduced player interest.
-First level has some sight-line issues making it hard to see the entire puzzle quickly. While the first steps of the puzzles were obvious, not seeing the exit makes me feel strung along rather than solving the puzzle. This reduced the enjoyment of solving it.
Recommendations:
-Foreshadow the boss fight way earlier, by the fourth level, the hollow, emptiness feeling was setting in. Great time to introduce his personality and give me a desire to continue playing to see the end.
-Give more explanation of why I'm traveling through every style of Aperture Science themes.
-Give the player more information (more signs, more indicator lights). I don't mean make the puzzle easier. I just mean make it easier for the player to figure out what puzzle pieces exist in each chamber and what each one does.
-Depending on the studio, adding more visual polish wouldn't hurt.
-The placement of your puzzle pieces sometimes makes for awkward flow. Some places confused me, especially the puzzles that required crossing my previous path. I was at times unsure where to go. This is getting a little bit more advanced, but you are obviously getting the hang of designing. Reuse of space and elements can make players feel both progress and help them solve puzzles. However, there is the possibility of introducing noise and confusing the player with future steps he needs to take. (Imagine a player trying to solve the later part of a puzzle without having solved the first part and keeps failing.) The best thing I can recommend for this problem in your levels is to find friends who have never played your map and sit behind them and watch them play live. (Take notes too!)
I think you have talent. Keep adding to your portfolio, be able to interview well, and you'll land that internship. One thing of note on your portfolio is that I would change your text to target hiring managers. Right now it reads like a mod download page. Good luck.
ebola wrote:
Here are some general feedback.
Great feedback! Thank you very much!
ebola wrote:
-I don't think I beat the turret with a hat the way you intended.
No you did not. Destroy it with the laser
ebola wrote:
-Give the player more information
I guess it would be good to have those standard chamber signs. Other than that Im not sure where I should improve on this. If you are referring to the chamber that breaks apart I cant have indicator lights there because its moving.
ebola wrote:
change your text to target hiring managers.
Do you have any guidelines? What would a hiring manager like to hear?(and not hear)
I created an account on this site just to reply to this.
I've occasionally dropped by here to snag some new map packs, since I blew through Portal 2. I love me a challenge.
Yours truly balances relearning the basics and pushing many ideas to their limits.
I, of course, was a big fan of the finale, incorporating many elements into a more fulfilling boss fight.
Thanks for the maps, and I'll spread word.
Great mappack, I love it!
But I've got one question:
How do ya make all those puzzles? I mean, how do you think of them? 
Aliensoldier wrote:
Great mappack, I love it!
But I've got one question:
How do ya make all those puzzles? I mean, how do you think of them?
Tough question. Trail and error I guess. For most of them I just played around with the testelements until a puzzle emerged.
I too just registered to tell you this mappack is amazing! Perfect difficulty: not too hard and not too easy. In fact, the only time i thought "okay, this room i completed too fast, this one really was too easy", the room actually broke in half and it turned out i wasn't finished after all! Brilliant!
Thanks for all the work you put into this! You provided me, and no doubt many other people, with a genuinly fun evening. 
I REALLY enjoyed these. Great balance of difficulty, and extremely well designed. Great job!
Wooow!! you are a Portal master, is the very best map pack I ever played, medium dificulty and very ingenious jaja with an amazing level design, congratulations! ^^ 5/5
Ok after playing that I just had to say something. It was great!! The learning curve was perfect for me. Didn't make me feel stupid but did challange me, and some of the shall we say twists were amazing! plus the ending is just fantastic. Well done to you, i dread to think how long it took but i am so glad that you did!
I was wondering how you got that Old Aperture/New Aperture Elevator, That was really interesting, and I would LOVE to find out how to do that.
More than a map pack, it's a real mini-expansion for the game !
You managed to keep the spirit of the original game, proposing original tests chambers !
And what an awesome finish !! Good work !!
Simply brilliant. Good but not-too-difficult puzzles, no "insane ninja" skills required, totally cool "boss battle" at the end.
5/5 from me.
Nice job. I agree with others as to its "not too easy, not too hard" difficulty. Excellent map.
Thoroughly excellent map. My only criticism is that the maps didn't flow together at all. They just seemed like completely separate maps with a transition between them tacked on at the start and end of maps.
I looked back a few pages and saw some guy mentioning that you should foreshadow the boss fight way earlier. I think this is a fantastic idea, as it would help making the level progression not seem so disjointed (as well as the reason the guy gave when he mentioned this, giving you purpose). I know you're severely limited by the lines for the defective turret you've got... but maybe there's some way to make this work...?
I played this last night and it was such a fun little romp... brilliant detail, excellent surprises, and I want to make the sex with some of those level transitions O_O
There should be a 6/5 rating for releases like this!
There are GAMES that are not as awesome as this map pack. Great work, enjoyed the whole thing!
And they were not too easy at all (but not difficult either).
Kaleido wrote:
I played this last night and it was such a fun little romp... brilliant detail, excellent surprises, and I want to make the sex with some of those level transitions O_OThere should be a 6/5 rating for releases like this!
Well, 5/5 is excellent, excel, standing out of the crowd, perfect, people just give 5/5 ratings too often
Most maps that are 5/5 should actually be 4/5; great. This map absolutely deserves a 5/5 though!
lpfreaky90 wrote:
Kaleido wrote:I played this last night and it was such a fun little romp... brilliant detail, excellent surprises, and I want to make the sex with some of those level transitions O_O
There should be a 6/5 rating for releases like this!
Well, 5/5 is excellent, excel, standing out of the crowd, perfect, people just give 5/5 ratings too often
Most maps that are 5/5 should actually be 4/5; great. This map absolutely deserves a 5/5 though!
Haha, yes I agree, but I'm just saying I would've voted 5/5 if only one of these many rooms had been released. The whole pack was above and beyond my expectation 
Kaleido wrote:
I played this last night and it was such a fun little romp... brilliant detail, excellent surprises, and I want to make the sex with some of those level transitions O_OThere should be a 6/5 rating for releases like this!
Haha, yes I agree, but I'm just saying I would've voted 5/5 if only one of these many rooms had been released. The whole pack was above and beyond my expectation
Actually you can see the community spotlight as a 6/5 only very very good, often long, maps make it to that nice little place there!
1.5:
Added intro map!
Changed the conversion gel puzzle.
Added more autosaves to light bridge puzzle.
And some more minor changes.
Probably the last update (Unless I messed something up with the upload, I was kinda in a rush)
CaretCaret wrote:
1.5:
Added intro map!
Changed the conversion gel puzzle.
Added more autosaves to light bridge puzzle.
And some more minor changes.
Probably the last update (Unless I messed something up with the upload, I was kinda in a rush)
Ooh
I haven't played the intro map and the conversion gel puzzle was the only thing I disliked. I'll play the new version tomorrow 
I really enjoyed the map series 12 angry tests. They were very well made and actually carried a little story between the tests. I felt the whole series was a little on the easy/med level, only having to stop and think a few times during testing. My least favorite part of the whole series was the boss fight at the end, it was more of an annoyance to me than having much fun. The boss while it was scripted quite well, really wasn't much unique. It took me a while to be him due to me being an idiot and thinking I could fast portal jump into his room. Like the dumbass I am, I forgot about launching bombs that shoot miss through portals to hit targets. There was even a little x marking the spot for bombs to launch from!
Overall great series, recommend to anyone wanting to play some quality maps.
I recorded my blind run through and figured I should share. Forgive me for sounding ridiculous and talking kind of slow, it is due to me having to hear my own voice while recording my game play. Hearing my own voice somehow messes with me and I sound way different than I normally would!
Intro:http://youtu.be/0uDurVEBCXI?hd=1
Chamber1:http://youtu.be/nI9sxzRgiJQ?hd=1
Chamber2:http://youtu.be/2cLh8aNdog0?hd=1
Chamber3:http://youtu.be/qachoRTKfEg?hd=1
Chamber4:http://youtu.be/Yzr099xBdXk?hd=1
Chamber5:http://youtu.be/6s-tRodwBRg?hd=1
Chamber6pt1: http://youtu.be/YbHy-vX693Q?hd=1
Chamber6pt2: http://youtu.be/q6zIOktHAC8?hd=1
v1.5 is even more awesome then the previous one:
The intro is well done, the start is funny and you already meet your enemy.
The new map 6 puzzle is also a lot beter! Lot less a copy of the dlc1 level and the faithplate is a fun combination with the gel well done
!
Left4calvin wrote:
i cant play, it keeps crashing when i start it.
have you verified your game cache yet?


Left4calvin wrote:
it says it failed to validate. what does that mean?
It means some files are missing/corrupted; steam will automatically download a couple of files (the ones that were broken/missing) and you should be able to play properly again 
On the map (the old aperture labs, when the elevator down) there is a bug, which follows through the grate orange gel can fly from the back side.
Straight up fun, easy, of course, but so enjoyable. The best map pack out there; this is the one I send my friends to when I introduce them to the portal mapping scene.
First post! Registered just to say thanks for this, was the first portal map I've downloaded and I found it thoroughly enjoyable. Good fun, the puzzles were just the right amount of difficulty for a fun evening and pitched at around the main game difficulty. I also enjoyed the fact that it ended with a boss fight, tied the whole thing into a cohesive experience that made it retrospectively more memorable.
My friends haven't really tried maps, I'm the first. Hopefully referring this on will be the gateway for me to drag others along with me in trying out the rest of the maps made by the Community. Thanks again.
This is a great map pack.
However in the last room with the boss fight i see no ground under the floor, where the acid should normally be, its just pink / black dots all over.
HCN wrote:
This is a great map pack.However in the last room with the boss fight i see no ground under the floor, where the acid should normally be, its just pink / black dots all over.
Put the maps in steamapps\common\portal 2\portal2_dlc1\maps; go to the console in that level and type in rebuildcubemaps. That might solve your problem.
This is a fantastic set of maps. Wide ranging but cohesive with an overall story. Easily the best Portal 2 mod I have played. Thank you for all your time and effort!
THX for "Angry tests" 
sorry i don?t find words for this great maps. 
THX from me and my friends. Good work.
g.g.Cybaer
Don't know if somebody mentioned it already but you can get stuck in the beginning area
You can crouch through this hole:
http://i.imgur.com/Sk5LZ.jpg
and when you're on the other side, you can't get back out if you jump down the pit
http://i.imgur.com/DPJJO.jpg
Amazing. Absolute awesome. This is not a map pack. this is THE map pack. You must be GLaDOS in human form. without the evil part. have some digital computerized cake.
I rate 6/5! Its THAT epic.
This was a very well done map set, i applaud you sir.
I enjoyed that the difficulty was more 'connect the pieces' than 'do some insane tricks that require precise timing', which was good.
You pulled off all of the different aperture themes well, although it was a little jarring to go from the standard theme to the old one for a single test.
Overall I would give this 4/5, because it was very well done - I hope that you'll make more maps soon!
Started playing through this last night and it's just incredible...
Loved the idea for the intro and the way you used a variety of themes. Will probably be recommending this to a few friends.
These, my friend, were the best testchambers I have played, so far. I liked them even better than the testchambers from the original game. 5/5!
mZLY wrote:
Will probably be recommending this to a few friends.
He he, me, too. Actually, I already recommended it to a friend.
Hey guys, I think I've found a bug. I get on the elevator that starts to go up and then falls, after a few seconds of falling almost everything goes black and I start to move around slowly like I'm stuck to the top of the elevator. I tried squirming around as much as I could, but I'm just stuck there.
Wow. Just wow.
This map combines so many elements so seamlessly and is so refined and precise in its execution that I'm surprised it didn't come from the developers themselves. It's clever, funny, scary, ambient, and truly a work of art. The puzzles alone would give this a 5/5, but it really goes above and beyond. The layout, design, style, variety, and implied narrative that are so characteristic of the world of Portal are captured perfectly by this map. CaretCaret, this is the gold standard for Portal maps and is a true masterpiece. :)
Bloody hell! Just finished and I seriously registed in this website only to thank you for this AMAZING AMAZING WORK. This has pretty much the quality to be a Official DLC, it is just so great! I had a great time playing it, everything was perfect. The dialogues with the retarded turret and all that. It is just a perfect map pack. Thank you so much once again. 5/5.
So, GiantBomb played these maps in their quick look of the PTI... for like 10 seconds. Congrats.
-dkTE1-WCKA
Hop to 25 minutes.
These are the kind of people playing your maps.
Worse, these are the kind of people who have access to the puzzle creator.
I just noticed that each of the maps in this pack can be completed using "12 angry portals" or less.
That's a nice touch, even if unintentional.

Hey CaretCaret, just wanted to give you some love for your awesome tests, and let you know that I did a playthrough on my "Let's Get Drunk And Play" YouTube series. It's like the normal "Let's Play" style videos, but I get drunk beforehand and keep drinking through the video. This was my second time through the series, but it's been a few months since I last completed your test chambers. Take a look!
http://youtu.be/DkX7HJmqlww
First of all, I'd just like to say fantastic job. Great set of maps, difficulty was perfect, an all around fun time.
It was this set of maps that inspired me to dive into the world of map editing myself, and so far I've been hiking up the somewhat steep learning curve of Hammer. So far reverse engineering has proven its usefulness. I'd love to learn more about how you rigged your antagonist defective turret NPC. For instance, were the voices played using an ambient_generic that was triggered by certain events, or did you use another method? I've searched around on wikis and the like, but I haven't been able to find much on using NPCs in Portal.
Nacimota wrote:
Watching them fail on Mevious' maps was quite painful.
Oh god you're so right. I can usually take coopcrowd derping their way through maps (they're sort of entertaining doing it, and sometimes they stumble upon crazy alternative solutions that are that much more complicated), but this guy didn't seem to be thinking at all. I skipped to the point where he found out the solution, only to find out he didn't. It's one of Mevious' easier maps too, my god.

Get ready for fun and excitement! This map pack consists of 6 maps with 2 tests/map and one intro map. Every map has a different theme and puzzle element. There will be many hazards and many surprises. And you will have to face the most evil villain of all!
Ma4X44kLQ24
I want to thank everyone here on Thinking With Portals who playtested and iWork925 for making the trailer and Lemonosity for some help with the intro map. And [url=http://julycrisis.com/]July Crisis[/url] for letting me use their song in the credits.
Let me know what you think about it!
//By CaretCaret
[url=http://caretcaret.se/]caretcaret.se[/url]
[email protected]
File Name: 12 Angry Tests 1_5.rar
File Size: 47.62 MiB
Click here to download 12 Angry Tests