File Size: 108.91 MB
Downloads: 14913
Rating: (47 votes)
Description
The "Space Gardens" mappack takes place on the moon in the facility known as Creative Futures Space Gardens (CFSG). Activated by SIMBALD, you'll play as the robots with the task of activating the facility's main water pumps. 6 challenging test chambers, new test elements and plants await you on the moon! To install and play: 1. Extract everything from portal2 folder to your Portal 2 folder (Steam/steamapps/common/portal 2/portal 2). 2. Be sure that your co-op partner extracted everything too. 3. Type "snd_updateaudiocache" into the console and press Enter 4. Start a co-op game. 5. Type "changelevel mp_coop_cf_space_gardens" into the console and press Enter 6. Enjoy the game! ------- Change log: 1.1 Added easter egg to lobby Both players should hear songs now Edited something in chamber 2 Fixed panel bug in chamber 4 Added overlays to chamber 4 Fixed unintended solution in chamber 5 Various bug fixes 1.2 Fixed some unintended solutions in the last map Removed player clip from stairs (enjoy falling down!) Added music to 4th chamber 4th chamber now has 2 separate buttons (thanks Insomnautik!) Various bug fixes / changes in design ------- Special thanks to: Gig - betatesting, puzzle design Strnadik - textures warnightify - ideas chickenmobile - scripts, awesome lobby That Greek Guy - betatesting Pitkakorva - help geoffegg - speech and many others! Don't forget to rate this mappack and write your opinions to map's thread after you finish the game!
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This was awesome. Took svenofix and me 2 hours, even though we should have completed it in about 90 minutes... You will see why when I upload our blindrun (in a few days)
Let's just say I hope you like to watch REAL fail at one point
More feedback will come with the video of our blindrun.
108Mib... you beat out my 72Mib. This seems like a map I should wait a week to play, so that the mini bugs that 600 testers are bound to find get fixed, and I can fully enjoy it, since I only play maps once. Plus I don't have my partner to play with just yet.
Took me and my partner around 2 and a half hour, spending some time in the lobby to try throwing the Cube into the Garden. As the Cube made no sense and the Sign said that we should not "Stand on the Lawn" or something like that.
So we absolutily had to Break the Rule!
But Nothing happened, allthough we expected an esteregg XD
First Room was Solved by Accident, without even thinking...so hilarious, don't know if your fault though.
But Room 4 With the Lightbridge and the Fizzler...
We tried everything possible and impossible, nothing worked as we planned since we never got a second person over. Then out of nowhere there was this claring white panel above the cubebutton. At first we believed we were to stupid, but restarting room 4 it was not were and we could not activate it again. Was this Panel a "Noob-Helper" which spawns after some time or what 
But All in All, really fine Map and im eager to see the Real solution to the first part of Room 4.
Edit: Oh, and the custom Voice could be a little bit louder.
I didn't expect that someone will be able to throw cube there
But if you noclip to the room, you will die. Maybe I will make a easter egg in the future.
In the chamber number four, you are required to use bridge so you gain momentum and pass behind the fizzler. The panel moves out when both players reach the ledge, but I made the trigger a little bit larger, so it activates even if you are not on the ledge.
Thanks for your review!
Nicely long, very good.
I think we solved one chamber accidently though. I don't know which number it was. It has a funnel, two fizzlers and a green/red-field. I think the intended solution is to use the funnel to remove the cube from its button to then hover through the green/red-field. But somehow we managed to get the field green and the cube on its button at the same time.
Edit: Oh, and I didn't check if it works but I assume the level selector in the beginning is there to circumvent the lack of quicksaves in coop - nice idea!
And I second that comment on the voice recordings - the volume was too low to understand them.
Brilliant! Probably one of the best Coop map packs that I've played so far.
There are never seen new ideas, challenging but never frustrating puzzles: You always know your aim, but have to find out how to reach it.
= simply great level design 
Thank you guys for your feedback, it is awesome birthday present for me! (Send me some cake too.)
zivi7 wrote:
And I second that comment on the voice recordings - the volume was too low to understand them.
I can't make the voice louder in Hammer - I will try to use Audacity for boosting/compressing it.
Raidix wrote:
There are never seen new ideas, challenging but never frustrating puzzles: You always know your aim, but have to find out how to reach it.
= simply great level design
Thank you, that was exactly my goal 
Loved the map but I had to try hard NOT to glitch the cube field triggers. Its easy to only trigger it twice as your walking through, especially if walking through sideways. Wasn't a problem for the last time i encountered the switch because I couldn't even get to it, but for the ones i could walk through, very easy to glitch it to what ever state I wanted.
Otherwise, the map had solid and fun puzzles. I for some reason failed really hard at realizing the part where you passed the cube to your partner while flying across the catapults. But it was 3am for me at that part, so that might have been it 
Glad I played through with The Greek Guy or my blindrun might have been 3-4 hours instead of 1-2.
Also, I really wasn't sure i was going to like the whole red lighting theme. In the end it did make me feel like I was on a space center the whole time so the effect worked well.
There was one chambers (Oh look, your favorite laser relay test) that we did solve accidentally. As soon as the laser turned on we already had a portals in the correct position, and were both just like... really? ok... moving on then. To be honest I was actually pretty happy about that because i hate laser relay tests. So if that was actually supposed to be a joke then good job.
Hey!! This was awesome! It's certainly the best mappack we have ever played! We really enjoyed it. I wouldn't reproach anything, everything was just fantastic! Just fourth, sixth, and maybe a bit fifth chamber was quite hard to figure out for us
.
But you'll see by yourself; Here's first part of our blind playthrough, three next parts incoming soon!
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Here's second part of our playthrough:
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Here's third part of our playthrough:
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And finally here's fourth and last part of our playthrough:
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Okay it looks like lot of you had problem with figuring out chamber 4. I must admit that this chamber is not easy, but I played with some betatesters and all of them figured out the solution in 10 minutes. I don't know how I can help other players because I added lots of overlays and arrows. And that "panel", which is actually bugged so it comes out even when both players are not up on the ledge.
What do you think about this chamber?
Cube detectors can be bugged and I don't really know how to fix it, because if your partner has lags, it is easy for him to bug it.
When I will get to my PC, I will fix everything and release 1.1 version.
@dom44; I've edited your first video post and included part 2,3 and 4.
All posts are pretty much the same; saying you have a new part with a video link. The edit button would've been very useful here because it's easier to find all the movie clips and it just looks more tidy.
Awesome work on the movies though!
Dom44 wrote:
Just fourth, sixth, and maybe a bit fifth chamber was quite hard to figure out for us.
Well actually you skipped these chambers (you didn't use my intended solution). But I will leave some of these solutions as alternative solutions. Thanks again for the playthrough, it was fun to watch you two failing solving my chambers 
Played through this with a mate yesterday. The map pack looked great, the puzzles were interesting and challenging and this was the first pack I've played with a 'hub' room, but I have to say I didn't like the voice. A+ for effort though...
lpfreaky90 wrote:
@dom44; I've edited your first video post and included part 2,3 and 4.
All posts are pretty much the same; saying you have a new part with a video link. The edit button would've been very useful here because it's easier to find all the movie clips and it just looks more tidy.Awesome work on the movies though!
Thanks for editing
, yeah you're right it's better right now. And I'm glad that you liked our videos! 
Fluppy wrote:
Dom44 wrote:Just fourth, sixth, and maybe a bit fifth chamber was quite hard to figure out for us
.
Well actually you skipped these chambers (you didn't use my intended solution). But I will leave some of these solutions as alternative solutions. Thanks again for the playthrough, it was fun to watch you two failing solving my chambers
You're welcome, it was fun doing that playthrough 
Awesome work!
Map 1 and 2 were rather easy; the real coop puzzles in 3 and 4 got me for quite a while.
Map 5 the 1-dot map has some issues:
Why is the cube painted orange at the start; why not add a gel dropper anywhere; that would've been more fun.
You can smuggle the cube out before getting it through the field.
The field is quite hard to spot.
The gel that appears seems rather random.
Really good job on the rest though; I'd love to do a speedrun of this map somewhere in the future. I'll add more comments later
But yea; cake for you: 5/5
ok well what a awesome collection of maps this is. played through it and completed it in 1hour and 45minutes. uploading the video now but the filesize is 4gb so uh, may take a while
, 938minutes remaining apparently.
we sorta glitched the cube detectors but with no lag as it was a splitscreen game.
fma965 wrote:
we sorta glitched the cube detectors
NOOOOOOOOOOOOOOOOOOOOOOOO! 
I don't know how to fix it
If I move the triggers closer, it won't help, but if I move them further, then the cube detector might be bugged another way. I am not sure what to do.
EDIT: 1.1 is out! It doesn't fix cube detectors, but you should still play it - the most of players used atleast one unintended solution.
EDIT 2:
Here's the collection of all playthroughs from CFSG 1.0
The first one was recorded by Iviv and LyLy, the second one by Dom44 and Half-LifeBl?zen.
Iviv and LyLy here and we have to say that we LOVE your map pack! It's one of our favorites that we've played. The puzzles were challenging but other then chamber 4, not too difficult or frustrating.
XP We do apologize for breaking so many tests and solving them in unintended ways, but we hope it helps in the future. We didn't know it was unintended till you told us. Where there's 2Nightmaren, there's a way to break things!
We split the videos up into 20ish minute bits.
Video 1
Video 2
Video 3
Video 4
Video 5
Video 6
LyLy: This one of my favorite maps I've played so far. It might have been my top favorite if the music worked for me. Though to be honest, it could be more of a Mac issue. I had trouble with music in another map before as well and have yet to check out other play throughs to see if it was an issue for others. I'll have to test the new version to see if it works for me, but the error kept saying it couldn't find the music even though it is in the correct folder. There were a few quick graphical glitches in the last map. I was complaining about them in the last video a bit, but I was getting a screen full of cube suddenly at random moments.
All in all, despite the minor glitches and our breaking tests in abundance, it's a very wonderful map pack. I can't wait to see what you have planed next!
Also, I forgive you for laughing at my terrible jumping in video 4! Haha! XP
The way we glitched the cube detectores was: Move cube and self through, move cube back through, go back through, pull both through finally. But when I do it I pretty much wiggle myself and the cube randomly until it works. I'm guesisng that the detector gets the following: C/P - C - P - C/P so in overall it's 6, even, making it change.
Sorry for the delay, but for some weird reasons I really had trouble with this playthrough video. Multiple errors in the rendering process caused me to be unable to render the video as one part as well as losing the first ~8 minutes of our blindrun, so it starts somewhere in the second chamber
No clue why this trouble appeared; never had trouble with rendering anything in the past...
I hope you will still enjoy the 2 hours of failure that I can present you in 2 parts
The mappack is awesome; even though we may have not found all intended ways.
part 1:
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(Link: http://www.youtube.com/watch?v=WjqgkV2a2mg)
part 2:
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(Link: http://www.youtube.com/watch?v=eXojtYGQ4hc)
Djinndrache wrote:
Sorry for the delay...
Well I was waiting for a long time, but it is worth it.
Also I've noticed that Space Gardens appeared in Downloads - Community Spotlight section.
I don't know who did it, but thanks for that!
Obviously there are three new maps in spotlight, including this mappack, I have to say that Space Gardens deserves to be in spotlight (I mean that "real spotlight" not spotlight category) much more than the others.
Sendificate is cool but it's only one map with one new element.
Wrecked is just very long map, that doesn't have anything new, and for me that puzzle was very frustrating and annoying.
Space Gardens- 6 maps, new ELEMENTS, not only one, custom music, textures and speech.
Obviously Space Gardens is the best one from these three, so if I would vote which one to put into that "real spotlight" I would definitely vote for Space Gardens. Just think about it.
Fluppy wrote:
Also I've noticed that Space Gardens appeared in Downloads - Community Spotlight section.
I don't know who did it, but thanks for that!
Consider it a bugfix. That area is for good stuff and this submission wasn't in there.
DONE IT! WE BEAT CHAMBER 4 WITHOUT GLITCHES! Omg, it was so obvious, but we're just not used to doing anything that way. It was a little difficult to land on the hard light when going through the 1/wall/3/1 jump, but other than that, it's easy. We're just too thick to figure it out xD After we've done the final 2 maps, we'll record a walkthrough
(Not a playthrough
)
Just played it again, couldn't figure out test 4 on my second go, at least not till the helper panel appeared out of no where causing much rage. Does sv_cheats trigger it or does 30 minutes of failing about, because we didn't finally see it come on until we rage clipped.
Also, the hub was broken, the screen and controls wouldn't come out of the wall and the disassemblers took us no where, not even to the first level. No list that i could find of the map order so it was load and pray.
But like I already said in another post, i still really like this map, and enjoyed playing most of it again for my second time.
Insomnautik wrote:
Just played it again, couldn't figure out test 4 on my second go, at least not till the helper panel appeared out of no where causing much rage. Does sv_cheats trigger it or does 30 minutes of failing about, because we didn't finally see it come on until we rage clipped.
I don't know how to make that puzzle easier without changing the idea of the chamber. 
Insomnautik wrote:
Also, the hub was broken, the screen and controls wouldn't come out of the wall and the disassemblers took us no where, not even to the first level. No list that i could find of the map order so it was load and pray.
What the heck?! That never happened to me or to anyone else. Have you installed all the scripts?
EDIT: Walkthrough for the chamber 4.
DO NOT CLICK ON THE "SHOW" BUTTON UNLESS YOU ARE STUCK
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Just wow, do you know how close i got to that solution many times, yet it just never crossed my mind to use the button to turn off the light bridge once one person is over. 
[Edit]You could make a floor button that turns off the light bridge and a cube button that turns off the fizzler to the next room. I don't think that removes any of the solutions you intended, and maybe makes it a little more obvious what it does. Like, i know the cube button turned off the light bridge, but i thought that was just to make it harder on us to get to the next room because it was associated with the cube button. Didn't think to use it to our advantage. I think a second button to turn off the light bridge that a player can control would make it more obvious what your supposed to use it for.
But, this is just an idea, hope you can figure something out because that was the ONLY frustrating point I had with the whole mappack.
[Edit2] Forgot to mention the hub not working, I'll check again today to see if it was an installation problem, i've never seen this problem before eather.
[Edit3] Yah... partner had scripts in wrong folder.
Gonna record a walkthrough now. Can't figure out chamber 3 properly, so we'll just glitch it if we can't figure it out. By the way, is there a demo editor program I can use, or do I have to get Fraps?
If you use in-game demo recording, you can export videos via developer console. But I usually use Fraps, which is really good and I recommend you to get it. If you are looking for something free, I think Camstudio is a freeware.
Chamber 3 is not that hard, try to solve it again 
Hey, I just played Space Gardens and first off, really great maps. I played with Insomnautik, and we had some trouble with chamber 4 (although in retrospect, it really wasn't bad--that helper panel incited some rage on the first go, though), but we also found a few unintended solutions. Here are a few.
You can throw the cube to your partner in chamber 4 to get it on the ledge, but that's no big deal. I think Insomnautik will upload the way we broke test 1 in the last chamber, but it involves a trick shot and some silly bridge placement. And then in test 2 of that chamber, you can paint the ground in the room with the button ledge with blue gel, then orange gel (I can record if you want to know exactly what I mean), and sort of avoid all the flinging. I don't think that's intended, but it worked for us. Anyway, the maps are really well designed and the atmosphere is really cool, so it's definitely a 5/5. I'd make sure the goo fizzles cubes in the last chamber, and also there was a ceiling in chamber 3 (I think) that seemed a bit low--you fling into it to press a cube button, but I hit the ceiling once or twice.
Oh, and please do something with low gravity! It was a tease not to be able to solve a puzzle in it, and I think it would be a hell of a lot of fun.
EDIT: Oh, and yes, I had copied the scripts into the wrong folder, so the hub didn't work. I'm still wiping the egg off my face, but it works fine when you install it right. 
Best map pack I've ever played on Portal 2. Really great.
(Gripe)Is the voice a text-to-speech or an audio recording with modifications? If the later, it's got a bit too much... computerization? in it.
Still though, these are amazing. Incredible attention to detail too.
I've tried mapping and I can't get anywhere near this level of quality... 
@soundsofentropy
I won't fix these uninteded solutions, because I think all of them are okay (they don't help you much). I am happy that you fixed the lobby scripts, because I think chickemobile did awesome work with the scripts for lobby and it would be shame to not try it.
@benji2015
Thank you
I used text-to-speech program, because I am not native speaker. And don't worry if your maps are not good enough, just keep mapping and practicing!
Redunzl and I took 5 hours to play this monster, and we loved every minute of it. However, we had a video glitch throughout the game. All portal surfaces were see-through. They worked normally, but you could see what was behind them, which was usually just blackness. We thought it some weird effect you came up with on purpose, until we came here and watched bits of others' playthroughs.
It totally weirded out in the hub, as you can see here:
Link: http://www.youtube.com/watch?v=SbZzePOMHHQ
SbZzePOMHHQIt wasn't a problem anywhere else, but it affected the way we played the map because we could see into adjoining rooms that we couldn't access yet. If you could figure out how to do this on purpose, it might make a neat effect if used judiciously.
I probably caused this by packing all the files into a .vpk, then playing it in a mod. I don't like to mess up my portal2 directories with user files, so I do this often. I've never had a problem before, but I'm sure it's not your fault in any way.
I knew this was going to be a long one for us, so I didn't bother recording it. We may have found an unintended solution or two, but not having seen any complete playthroughs yet, I really don't know. Certainly, nothing game-breaking in any way, maybe just a little shortcut.
We've blathered on long enough. 5/5, 'nuf said.
That is weird...
I can't explain why this happens. Maybe someone else can help us with explaining this problem. I never had this problem, but I remember that similar thing happened to me once. I launched my map with ss_map command and after spawn I could see through one brush in the corner. But when I moved with the camera, this problem dissapeared; that's why I never tried to solve it.
All the files in Space Gardens are custom and they won't replace any original portal2 files. Can you please try to install maps, textures and other files without .vpk? I would like to know if this helps.
I made a more detailed recording of the problem, showing it in each chamber. I noticed that less than full size portal surfaces are OK (I highlighted one in the video). Also, concrete surfaces aren't affected. I also installed the map pack as instructed in the portal2 directory heirarchy, and got the same thing. That's right at the end of the video. I left in some of the console screens while switching maps, if you can read those tiny things. I didn't see any missing materials messages (which would have produced the pink and black checkerboards anyway). BTW, if anyone can tell me where the style sheet is that changes the fonts in the console, I'd really appreciate it.
Link: See-through portal surfacesembedded
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EDIT: Change console font size
This level pack looks great, but the lobby/hub doesn't seem to work, i'm having to load levels manually (and the order is non-obvious due to naming). Indeed after each level completion it fails to load the next level.
One of us is on a Mac, one on a PC. Not sure if that makes a difference?
A really great map, Azalima and I had a great time 
Got utterly stumped on the bridge chamber, had to find your walkthrough XD.
Other than that, a great mix of puzzles and just the right difficulty pretty much throughout. There were a few headscratch moments but they didn't last for too long 
Great work and I look forward to more in the future.
I really liked the challenges. It had a good learning curve. The design was good too. There was only one thing I didnt like, I HATED IT! The narrator. It was soo wannabe Glados style, but he talked so boring and unmotivated. If there was no narrator or a good one, I would give 5/5, but this made this map 4/5
@Aizawa, he said he doesn't speak English well, and so he opted for a text-to-speech system. I thought the voice was alright considering it was literally a robot.
@Fluppy (map author if it isn't fluppy) Great map enjoyed it all. The bridge part had us both stumped for a good long while. "How do we sustain the bridge?!" then we found the hilariously obvious thing and we felt retarded 
By the by - I recall seeing somewhere in this thread that you didn't believe someone -can- get into the tree area (but had a kill trigger there just in-case someone no-clipped)
Well, Here's a little demo file proving you can
, we both went in there thinking the easter egg might be in there (then found where it was)
ddrkhat wrote:
By the by - I recall seeing somewhere in this thread that you didn't believe someone -can- get into the tree area (but had a kill trigger there just in-case someone no-clipped)
Well, Here's a little demo file proving you can, we both went in there thinking the easter egg might be in there (then found where it was)
Haha, I knew you can get up there, but I didn't want to add glass on the top of the garden, so I added here a trigger_hurt as a little easter egg. Have you found the other one in the lobby too? (Sorry, I didn't watched the demo file, I will watch it later.)
Me and my friend have just completed your absolutley fantastic mappack! i loved everything about the maps, especially their difficulty!
truly top notch. when the PET gets coop going (or it already has iunno) i do hope people get to see the sheer high level of quality present throughout.
To sum up;
10/10, most definatley would bang.
Udderman wrote:
Me and my friend have just completed your absolutley fantastic mappack! i loved everything about the maps, especially their difficulty!truly top notch. when the PET gets coop going (or it already has iunno) i do hope people get to see the sheer high level of quality present throughout.
To sum up;
10/10, most definatley would bang.
Thank you
Nilz11 wrote:
Am I allowed to use this motherfucking awesome music in one of my youtube videos?
Sure, just credit me. I would like to see the video when it is finished. Write me PM if you want.
I was surprised to see that the first map was actually a hub. I'm not sure that was 100% needed (the host could just changelevel to whichever map) but it was a nice touch, and it set the scene for the mappack. I liked how you put a puzzle (and a surprise!) in the hub!
As for the actual puzzles: we solved the first laser puzzle almost immediately by accident. I placed the my portals to get the cube in such a way that the laser went straight through the relays when it turned on. That was a bit of a shame, but never mind. It was apparent from this first test that the sound balance wasn't quite right. The music was a little too loud (especially in this first puzzle map) and the voiceover was too quiet, meaning we couldn't discern what was going on. [Maybe some kind of volume ducking like Valve use with Glados would be possible?] Also, don't forget to turn the music off in the dissasembler - we had chamber and dissasembly music playing at the same time!
Visually there was nothing to complain about (once you'd got used to the orange/brown tint!) In the final map, both me and my partner were blown away by the vista when you see the moon's surface. We liked the new testing elements - the Quantum Cube Detector (or whatever its name was, I can't quite remember) was ok and we didn't have any trouble with it.
The Gel converter was far more impressive (I'd love to know how you managed that) although I'm not sure how versetile it is (you can convert gel, stop it from being converted with a funnel, suck out the converted gel with a funnel... isn't that about it?). While we're talking of gels, I liked how you were flinging paint bombs; I've not seen that mechanic too much. [Nor have I seen spawnable pre-painted cubes much!]
Difficulty-wise it was ok. Nothing was obvious and we had plenty to think about. Some parts were a little too frustrating - the puzzle with the light bridge, big fizzler, laser walls and the ceiling cube holder in particular was painful. On the other hand we really enjoyed other parts - passing a cube from funnel to funnel in particular was great.
Total playing time for us was somewhere between 2 and 2.5 hours. Congratulations on creating such a substantial map pack that's really fun to play. Thanks for mapping!
Finally got around to playing this. The last 2 maps made me literally want to kill myself. I love the cube "logic gates", though they were extremely confusing since the concept is never really taught to the player. I also managed to glitch the second one you encounter (the one by the shredder pit) without even realizing it until afterwards; the gate didn't return to the intended position, thus making the puzzle much simpler. I also really like the gel converter as well; I think everyone would appreciate if you released an instance of that for other mappers to use.
The last map was insanely huge and felt really intimidating. Me and my partner spent a good 5 or 6 minutes just walking around going "fuck how are we ever going to beat this". The first half was cool, though the cube logic gate there can be totally bypassed. The second part was kind of daunting, playing musical chairs with the funnel and gel, which I'm going to partly blame on alcohol.
In a sentence: the puzzles were difficult, but they were difficult in the right way. They relied on the players using the elements at play and not on any tricks or gimmicks.
I minorish visual suggestion: in the final area when you're outside, you should put the Earth in view. I saw it through some holes in the ceiling in another map, but it would be a nice visual reward for beating it.
BEARD! wrote:
It was apparent from this first test that the sound balance wasn't quite right.
Yea, I tried to balance it, I compressed the speech lines so I could make it louder, but it is still too quiet. Maybe I'll try to do something with that.
BEARD! wrote:
The Gel converter was far more impressive (I'd love to know how you managed that).msleeper wrote:
I also really like the gel converter as well; I think everyone would appreciate if you released an instance of that for other mappers to use.
The gel converter is my little secret
, but I think it is time to share it with the world.
A long time ago I was looking for the way to detect the gel. I found this thread, but I didn't like the way of doing that. So I've got this idea: "What if I use a cube for detecting the gel? Cubes have OnPainted output!". And this is how I made my first version of the gel converter. I will upload the instance, but now you can convert only the one type of gel to another - this can be fixed with some outputs.
msleeper wrote:
In a sentence: the puzzles were difficult, but they were difficult in the right way. They relied on the players using the elements at play and not on any tricks or gimmicks.
Thank you, that was exactly my goal.
msleeper wrote:
I minorish visual suggestion: in the final area when you're outside, you should put the Earth in view. I saw it through some holes in the ceiling in another map, but it would be a nice visual reward for beating it.
I think the Earth is behind the moonbase, I should move it so players can see it.
Something i want to add, i forgot because of my music question
.
The parts of the map were really challenging. We played around 3 hours and tried 1 hour to get the easter egg. The first 2 levels were really challenging - it took us the most time. But the others were a way to easy, maybe we are trained to think in a portal way, but we made them in a very short time compared to the first two.
Maybe you can change the order or something like that. Btw for the first two levels we needed almost 2 hours 
Thanks for the map set. These have been a lot of fun. We're on the epilogue right now!
We had a curious moment in part 4 and aren't sure if we performed the officially sanctioned solution. Here's a semi-rehearsed playthrough video:
http://www.youtube.com/watch?v=GqesserJBjg
We also resorted to a bit of funny business (running through a portal and turning around and switching out the portal we just went through) in part 5. I'll see if I can whip together a video on that too.
Any feedback on our solution is appreciated. Thanks again for the excellent map pack!
We were unfortunately able to cheese our way through part 1/part 3 of level 6 by throwing the cube over into the red/green field, bypassing part 2 entirely. If I can assist further in helping to get the bottom of this, let me know!
10.000 downloads! O_O
Appropriate meme
Thank you so much, it looks like I should start to work on another project. 
Just wanted to say thank you.... amazing level design. We really enjoyed it.
More please!
Just played through the level pack. The puzzles were really good. Some were annoying and I felt that I lost my bearings a few times.
There was also the cube relay fizzler? You set up the concept really well. Then just broke that concept in the next level. In the first level, you have the kill the cube to trigger it. Then you have the re-set when you respawn the cube. What gives?
The over all visuals were.... Meh. I really think they could have been better. Some of those plant life chambers could have benefited from detail sprites, some particles, or even a dynamic light. It was like an organic, living, chamber was frozen in time. Really killed the immersion for me.
Thanks for the feedback! I'd like to know which parts you found annoying.
TopHATTwaffle wrote:
There was also the cube relay fizzler? You set up the concept really well. Then just broke that concept in the next level. In the first level, you have the kill the cube to trigger it. Then you have the re-set when you respawn the cube. What gives?
That's because I was getting desperate with fixing the unintended solutions in that puzzle. I know that's where I failed in puzzle design.

The "Space Gardens" mappack takes place on the moon in the facility known as Creative Futures Space Gardens (CFSG). Activated by SIMBALD, you'll play as the robots with the task of activating the facility's main water pumps. 6 challenging test chambers, new test elements and plants await you on the moon!
To install and play:
1. Extract everything from portal2 folder to your Portal 2 folder (Steam/steamapps/common/portal 2/portal 2).
2. Be sure that your co-op partner extracted everything too.
3. Type "snd_updateaudiocache" into the console and press Enter
4. Start a co-op game.
5. Type "changelevel mp_coop_cf_space_gardens" into the console and press Enter
6. Enjoy the game!
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Change log:
1.1
Added easter egg to lobby
Both players should hear songs now
Edited something in chamber 2
Fixed panel bug in chamber 4
Added overlays to chamber 4
Fixed unintended solution in chamber 5
Various bug fixes
1.2
Fixed some unintended solutions in the last map
Removed player clip from stairs (enjoy falling down!)
Added music to 4th chamber
4th chamber now has 2 separate buttons (thanks Insomnautik!)
Various bug fixes / changes in design
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Special thanks to:
Gig - betatesting, puzzle design
Strnadik - textures
warnightify - ideas
chickenmobile - scripts, awesome lobby
That Greek Guy - betatesting
Pitkakorva - help
geoffegg - speech
and many others!
Don't forget to rate this mappack and write your opinions to map's thread after you finish the game!
File Name: CF Space Gardens 1.2.rar
File Size: 108.91 MiB
Click here to download Space Gardens