IonEnabled
by GODFATHER · Uploaded Sep 04, 2011
File Size: 7.84 MB
Downloads: 1389
Rating: (25 votes)
Description
This is an easy/medium map consisting of one chamber plus a little extra for fun. This is my first map since the golden age of Doom, yes I'm that old! If I were to start it again I would certainly do things differently, having learnt a lot along the way.(Xdiesp be gentle). Nevertheless, I hope you enjoy playing it. Thanks to everyone on this site, without whom this would have not been possible. V1.1 - Whoops I forgot to buildcubemaps. 'Hangs head in shame' V1.2 - Fixed unintended solution V1.3 - Updated texture alignments & minor tweaks V1.4 - Further tweaks & boundaries added to avoid allowing the player to stray off the map
Comments
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You only created this test to watch test subjects fail, and I didn't. GLaDOS says I should be proud. A nice looking map with a unique atmosphere of space. I'm voting 5/Excellent and I hope to see more puzzles in the first chamber. The ending is quite good and I wouldn't change it.
Nice work and keep it up.
IonEnabled Portal 2
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Thanks Portal2Two for your feedback, especially for the video which demonstrated a couple of unintentional solutions making it easier than intended and missing the main puzzle with the buttons! Would sack my play testers, but they are my kids 
V1.2 on it's way.....tout suite.
GODFATHER wrote:
Thanks Portal2Two for your feedback, especially for the video which demonstrated a couple of unintentional solutions making it easier than intended and missing the main puzzle with the buttons! Would sack my play testers, but they are my kidsV1.2 on it's way.....tout suite.
Of course I had tried walking over those three buttons but the panel stairs that get activated by them were useless. Besides, getting on them was not easy even when I placed the cube in front. The blue beam was useless as well.
I suggest:
-
Hit all three buttons to temporarily turn off the shields so you can bring in the cube. Locate those buttons somewhere else in the room so it's less obvious. Put them where it says in big letters "Apperture".
-
Light up the 1st receiver (one over the turrets) ONCE to open the path to the second receiver on top of the stairs.
Quote:
Of course I had tried walking over those three buttons but the panel stairs that get activated by them were useless. Besides, getting on them was not easy even when I placed the cube in front. The blue beam was useless as well.
Well, in 1.2 all those things should come into play now, as I intended. Please have a look.
GODFATHER wrote:
All those things should come into play now, as I intended. Please have a look.
Don't look at me, the only thing I seriously bash is bad intentions.
The project isn't indifferent in scale: medium lenght, not difficult but still complicated, story mode with cutscenes and lots of voiceovers. Good work put into narration is always appreciated.
What's not on par is the skinning: in the first chamber there is barely one structure\fizzler with properly aligned tiles. Take a look into that, you can make it and you don't want the map to suffer from short breath after all the rest you've done.
I solved it the same way Portal2Two did the first time through. I noticed you updated it so I played it again. Took me a little while to figure out how to use the funnel to complete it. Unlike Portal2Two, I liked taking the cube out through the broken glass. The first time i played it scared me as I was looking to see where the turrets were and the glass broke. 
Just one bug I noticed. If you bring the cube with you in the transport pod it breaks it.
One time it didnt move and the door would'nt open for me to drop the cube and another time it pushed me out in front of it as it was moving and I died and the level restarted from the beginning. Suggestion..Either make it so you cant put the cube in with you or move the autosave to just after the pod comes out. Anyway, I enjoyed the map. 5/5 Keep them coming and I will keep testing.
@xdiesp, I enjoy reading your frank assessments and the fact you take the trouble to comment on just about every map. I'm sure most people appreciate it, I certainly do.
You quite rightly picked up on what I'm least happy with about the map. I got deep into the project, learning hammer along the way, before I learnt the importance of good brush size selection. This made alignment a nightmare. I hope no one decompiles it
Will do better next time.
@benvent, thanks for playing and pointing that out. 
Ok, but it's not too late if you want to perfect this later. Everybody does it. We here accounth to 1/100th of everyone who will download the map later on and they would get the update with no issues. Your call, I think it's in your best interest is all.
First room...I didn't make use of the funnel at all. I put the direction cube on the far button raising the third plate from the wall. Then I jumped from the ledge onto the camera and then slid down on the plate. Jumped up on the fourth plate and portaled the lazer to the activator and got into the room. Rest was easy.
I loved the surprise at the end.. I love flinging myself 
Good puzzle and interesting interaction with GLaDOS.
But like xdiesp said, I was quite distracted by the misaligned textures. I guess these kinds of things tend to bother me a a mapper than many other players.
You can still salvage the texturing by using "fit surface". I know these won't be standard dimensions, but they will look better than being misaligned.
gurcrist wrote:
First room... I didn't make use of the funnel at all. I put the direction cube on the far button raising the third plate from the wall. Then I jumped from the ledge onto the camera and then slid down on the plate. Jumped up on the fourth plate and portaled the lazer to the activator and got into the room. Rest was easy.
True but it's much harder than the intended way.
Indeed, I tried to jump on it several times but couldn't manage it. Will be even harder to do that now.
Have uploaded 1.3, which includes some improvements to the textures & stops you taking the cube.
@Satchmo, I tried using 'fit surface' (I presume you meant in the texture application) but it looked even worse, so ended up making some brush changes.
Thanks for all your comments.
I enjoyed your map. The puzzles were a challenge and you executed them so that all functioned as intended. there may be technical issues with appearance but that will be sorted with experience. Thanks for creating.
Nice puzzle, and fun map. One minor visual thing that I don't think has been mentioned: your fizzlers (or at least the one in front of the turrets) are kind of thick. It'll look best if you make it as thin as possible.
Great map! Creative puzzles, and the second part in particular looked very professional. I didn't notice any misaligned textures but wasn't looking for any.
At 6:38 in PortalTwo's second video, if you guide yourself to the left at that point you can land on the roof of the building the first test was in. I assume I'm not supposed to be up there, because there's some funny stuff going on with the rendering of some of the surfaces (walls that disappear if you look at them from a certain angle, etc). From there you can jump onto a support beam and walk to the exit.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
KdKWLIMs4rY
(Link: http://www.youtube.com/watch?v=KdKWLIMs4rY)
Also note the video description for more feedback and my signature for additional project information.
Appreciate the comments, and thanks Djinndrache for posting your play through.
I've made further updates to the map to address the points raised. Especially getting to a place where no draws are visible (so to speak
)
5/5, Very enjoyable map with a very professional feel to it all, particularly the spacious final fling fest. Look forward to more.
Bingo,
5/5, add to Favorites playlist. This map is like a delicious stew. It has a little bit of everything, and not too much of anything.
I could
for five paragraphs about this one, but I won't. Just play it!

This is an easy/medium map consisting of one chamber plus a little extra for fun.
This is my first map since the golden age of Doom, yes I'm that old! If I were to start it again I would certainly do things differently, having learnt a lot along the way.(Xdiesp be gentle). Nevertheless, I hope you enjoy playing it.
Thanks to everyone on this site, without whom this would have not been possible.
V1.1 - Whoops I forgot to buildcubemaps. 'Hangs head in shame'
V1.2 - Fixed unintended solution
V1.3 - Updated texture alignments & minor tweaks
V1.4 - Further tweaks & boundaries added to avoid allowing the player to stray off the map
File Name: IonEnabled 1.4.rar
File Size: 7.84 MiB
Click here to download IonEnabled