File Size: 50.29 MB
Downloads: 2773
Rating: (38 votes)
Description
A series of five difficult levels. Compliments and criticism are appreciated. Average expected playthrough time: 3 to 5 hours. I'd like to thank the following, helping me make this what it is now: josepezdj, DaMaGepy, xdiesp, bmaster2000, Saturn, andyb, Djinndrache, quatrus, OnePortalizedGal, shawy89, Random, MutatedTurret, RubbishyUsername, Chaos Unleashed and Staffordshire University.
Comments
Sign in to comment.
I want to be the first to say that this is one of the best, more detailed, polished, well thought-out and creative work for Portal2 so far.
I don't remember enjoying this much playing once and again to a series of maps ever...
Ey Nys, I will play "again" to this release this afternoon!
Thanks for mapping master!
The first map looks good, the others are kinda bleh. If those turrets in the first map deal super damage, don't keep it that way. That should be used only if you have a really good reason to.
Also, in chamber 4 (I think), there's a button embedded in the floor. I stepped on it and was unable to jump out; I had to use noclip.
Wow... Incredibly impressive work!
My feelings echo those of josepezdj. I've given fives to maps that weren't half this good...
You are a truly gifted mapper.
BOB74j wrote:
Also, in chamber 4 (I think), there's a button embedded in the floor. I stepped on it and was unable to jump out; I had to use noclip.
Can anyone replicate this? I just tried it myself and this did not happen.
Nope, I can't replicate that error, everything worked out fine on my side. It should be something in your system bob74j maybe. Try you to replicate it.
Loved this map! I do competitive portal with some friends where we race through maps.. and we had two of our competitors rage quit! It's so satisfying when you beat even one of the maps. We stopped at three because so many people had given up already. We are saving 4 and 5 for another day. Can't WAIT. Great job.
Keeliekins wrote:
Loved this map! I do competitive portal with some friends where we race through maps.. and we had two of our competitors rage quit! It's so satisfying when you beat even one of the maps. We stopped at three because so many people had given up already. We are saving 4 and 5 for another day. Can't WAIT. Great job.
This makes me squeal with joy. I'm glad that your enjoying it that much!
And it makes me kind of sad the final map isn't exactly totally finished. But it will still prove a challenge!
Amazing maps, these are the best I've ever played!
Escher portal in a space station, how much more epic could a map be? ^^
Didn't like the last map too much, as I'm not a fan of agility challenges, but you already said you made each map to require different skills, so I guess it makes sense.
I only had one problem in level 4:
The walking cube didn't walk ^^. So I had to destroy it and get a new one, the problem only was that I didn't knew it was supposed to walk. I had the solution in mind, but didn#t thought that it would be a bug. Besides I thought it wouldn't walk straight anyway, even if it did walk at all.
Overall: 6/5 
Edit: Oh and did I mention that I love brutal death traps? Meat grinder map FTW ^^
Valthiel wrote:
Escher portal in a space station, how much more epic could a map be? ^^
Homage to my favouritest level designer, Richard Gray AKA Levelord.
As for the cube, one of many annoyances I discovered with Portal 2. For some unexplained reason the programmers decided for the cube's AI to deactivate permanently if they remain idle for too long. I'm no programmer, so I couldn't do anything about it other than give you the ability to get a new cube.
Nyskrte wrote:
BOB74j wrote:Also, in chamber 4 (I think), there's a button embedded in the floor. I stepped on it and was unable to jump out; I had to use noclip.
Can anyone replicate this? I just tried it myself and this did not happen.
Yes, raising the floor level by an inch there would definately help. I havent got stuck there but I know what he means, I was able get out of there by going back just a bit then jumping. To reproduce it, try sticking to the edge while jumping!
TODAY'S UPDATE:
- The first chamber of Map 5 is now fleshed out, the map now has a name and a functioning skybox.
- The elevator button in Map 4 no longer requires expert-level jumping to escape from. 
Really really good maps. Challenging both the mind and the fingers. I wish i could rate it higher than 5/5. Though I did have a problem in part 4 as others said, with the cube not walking. Maybe put a hint about the cube sometimes bugging in the original post somewhere, though it might give away part of the solution, better than having it unsolvable cause of a bug.
Just finished 4 and 5.. and you sir... are amazing. Seriously - I'm totally fangirling your map right now. I loved the story - and the fact that Glados was involved. I loved the time limits and the fact that I had to save every two seconds to make sure that I got through it. Seriously brilliant. So creative and fun. KEEP MAPPING!
Loved the map a bunch. Registered cuz your map was just that good it needed to be said.
Apparently i solved part of map 5 a haxxor way...
On map 5 when fighting Glados and you are trying to attack her for the 3rd time, I got to the button and pressure plate after the flashing bridge. I got the box and put it on the pressure plate. Never saw the laser by the flashing bridges so I had to improvise... I should note that my brain is stuck thinking outside the box and when i set my mind to something I ACHIEVE. So I jumped on the button next to the pressure plate then jumped up the ledge onto the middle platform area with the 3 buttons and proceeded to press the button that raised the pillars. shot my portal there to go back to my box and hit the button i stood on. then went back thru my portals and shot a portal on the wall, another infront of the laser and turned on the laser for the 3rd hit on glados. I said this is impossible repeatedly and must have died doing this 50 times at least... The 4th hit on glados was super easy because i was just doing the same thing again though. 
Just beat NYS1. After I opened the door in the turret room my first thoughts were "I fucking hate whoever made this map."
I'll do 2-5 another day. Also keelie es portal noob huehuehue
yugiohmastercomeatme wrote:
Just beat NYS1. After I opened the door in the turret room my first thoughts were "I fucking hate whoever made this map."
I believe that the experiment was a success! 
Also thanks for finding that loophole DarkSentry, I'll patch it out in the next update.
Aw he says thanks to me even though I didn't even play the fifth map yet
I better hurry now!
Djinndrache wrote:
Aw he says thanks to me even though I didn't even play the fifth map yetI better hurry now!
So I just played through the fifth map. I'd say I love you for mapping this if I didn't hate you so much!
Took me almost an hour for a blindrun through the fifth map, some parts of it were really mean (and I don't talk about the "fight" here). I guess the meanest thing in all the map was to find out how to escape through that puzzle chamber after the fight and the first aerial faith plate room.
Also I noticed some graphical bugs/glitches, guess it's good to see when the video is rendered and uploaded. Also got odd behavior of the reflector cube in the first puzzle, was a lucky game how it dropped. Not sure if you can improve that. I got a lot of videos to render this weekend, but let's say I try to get this uploaded within my major upload session on Tuesday.
PS: I hate you. Still. I know you like this
Just played the first map, very well done! My "I hate you" moment did not come until near the very end (when I passed through the second-to-last door).
yugiohmastercomeatme wrote:
Just beat NYS1. After I opened the door in the turret room my first thoughts were "I fucking hate whoever made this map."I'll do 2-5 another day. Also keelie es portal noob huehuehue
I taught Yugio everything he knows about portal. Also - his experience in the turret room - was made much harder by the fact that he didn't kill the turrets!
I so love these maps!
DarkSentry wrote:
Apparently i solved part of map 5 a haxxor way...
On map 5 when fighting Glados and you are trying to attack her for the 3rd time, I got to the button and pressure plate after the flashing bridge. I got the box and put it on the pressure plate. Never saw the laser by the flashing bridges so I had to improvise... I should note that my brain is stuck thinking outside the box and when i set my mind to something I ACHIEVE. So I jumped on the button next to the pressure plate then jumped up the ledge onto the middle platform area with the 3 buttons and proceeded to press the button that raised the pillars. shot my portal there to go back to my box and hit the button i stood on. then went back thru my portals and shot a portal on the wall, another infront of the laser and turned on the laser for the 3rd hit on glados. I said this is impossible repeatedly and must have died doing this 50 times at least... The 4th hit on glados was super easy because i was just doing the same thing again though.
LoL, I did it the exact same way, didn't even know there was another way^^ Only that I used the box itself to jump onto the platform. But now that you mention it, I think I remember the other laser. Only noticed it subconsciously I guess, but with all that time pressure it's hard to watch out for things like that ^^
I beginn playing your Pack. At the Moment i stuck in Map 2, but the Mappack starts very well. Very nice, and i keep at up.
In first part i kicked the turrets not with the laser (the right Solution i think), I walk with the right timing over the light bride and jumped to it.
Well, you have another "hater". Got through the first 2 maps, which were absolutely amazing. Then came the 3rd one.
I'm completely stuck in the Escher wonderland. I'm able to get 1 cube and bring it over to where i think i need it, but I have no clue how I'm supposed to bring the other cube to the same place. So yeah, a walkthrough or little video would help immensely. 
Otherwise, this is some great stuff. Challenging, unique and real meaty levels. Just one of your maps (well, from the first 3 I've played in) has more content than about 80% of the others out there. 6 out of a 5 fer shure!
NOW HELP ME! 
dakx wrote:
In first part i kicked the turrets not with the laser (the right Solution i think), I walk with the right timing over the light bride and jumped to it.
I knocked two of them out with the light bridge itself ^^
This was the most fun and imaginative series I have played, ever! I would put it above the official campaign in terms of enjoyment. The puzzles were actually at a level that don't insult you!
I burned right through levels 1, 2, and 4. I got stuck at one point on 3 for about 30-ish minutes until I figured out the little piece I was missing. And I had to use the quicksave feature an embarrassing number of times on level 5 and still died far more than my fair share.. but it was a blast. Great work!
aandw wrote:
yeah, a walkthrough or little video would help immensely.
Well, I'm just missing the video of map 5. The others are already here:
Maps 1+2:
l9u1beIATEA
(Link: http://www.youtube.com/watch?v=l9u1beIATEA)
Maps 3+4:
eq2FDWCnWFQ
(Link: http://www.youtube.com/watch?v=eq2FDWCnWFQ)
Note that they are blind playthroughs rather than walkthroughs though. Also note that maps 1-4 were played while this project was beta, not sure if there were many changes to those maps.
I'd just like to point out that the videos Djinndrache have linked are back from when the series was still in beta, do not reflect their current state, and that they should only be used if you become permanently stuck on a puzzle. Could you put them in a spoiler tag? One of the video thumbnails shows part of the solution.
Ruien wrote:
This was the most fun and imaginative series I have played, ever! I would put it above the official campaign in terms of enjoyment. The puzzles were actually at a level that don't insult you!
This is actually one of the main reasons I began this project in the first place, after playing through the official SP, I felt like my hand was being held the entire time and the puzzles were less about thinking and more about going through the motions after having the whole thing explained to you. This left a bad taste in my mouth, especially when Wheatley tries to kill you and Glados basically SPELLS IT OUT TO YOU how to escape even though she's a potato on your gun and would not have visual confirmation of the dripping portal gel..
I solved (and beat) this amazing Mappack. This is really the best costumstuff i ever played in Portal.
I like the mix of thinking puzzles and fast jumping puzzles (like in portal 1,yeah i missed it in portal 2, too)
I love the musicmix you choose in the right situations. All together optic, music and difficult this is really nice stuff you made.
The endfight against glados is brilliant and much better than in portal 1 and 2. Valve should to learn a leasson from it
It is really epic.
6/5 
Nyskrte wrote:
One of the video thumbnails shows part of the solution.
I changed both thumbnails to something that's not spoilering anything. Also added a note that 1-4 are beta playthroughs.
Video 5 is rendered, gonna upload it Tuesday 
Nyskrte - great to see your masterpiece out of beta and up for general consumption. 5/5 of course....thanks for creating....
Great map!!! I also had the problem on level 4 with the walking cube. Obviously the cube is programmed to stand still on the button and to walk on other surfaces, but at some point it gets stuck to a non-walking mode..
The timings were a bit too fast for me though. I'm not that ninja to make the parallel bridge jumps
I haven't finished the boss battle yet, but there's nothing to come that could possibly change my rating from 5/5. These maps are truly epic, a masterpiece of mapping.
Even though I handicap myself by playing with a controller, I am just barely fast enough to get through everything. The part that was the hardest was the lightbridge maze at the end of 4. The part that was the most frustrating was catching the crab cube on the lightbridge. The cube bounces off almost every time.
The part that had me stumped the longest was the laser room at the beginning of 5. I wasted several hours before I finally saw that pressing the high button dropped a cube. The reason I didn't see that at first was because the cube sometimes falls off.
The fan room after that seems trivial and unnecessary in a map this epic and difficult. I would go straight to the boss battle from the laser room.
In map 3, the tractor beam shuts off sometimes, but not often enough to be terribly annoying. It only happened while I was traversing the space below the glass floor parallel to the funnel direction.
I found an alterante solution to the fling up to the button at the top of map 3. If you walk out on the edge of the platform across from the turret, you can place your portals to make the fling without using the faith plate the second time. Please don't fix that, though, because shooting portals while flying is very difficult with a controller. I have made it the "hard" way, but it's very iffy.
I'm only halfway through the boss battle so far, and at my current pace, it may be a week or more before I finish it. Looks like I'll be having a lot of fun this week!
Gawd, you guys are making me blush.
I don't know what do to with all these 6/5 either. Maybe I'll recycle them.
Small update today, just trying to 1up the framerate of NYS-5 in the boss room again and in another room (guess), fix dat sploit :E, making sure pitfalls work properly, realigned some misaligned textures, yada-yada. I'm going to hold off making any major changes now until I get some raw unadulterated footage of you lot playing through it, I always find it easier to map around how others play than myself.
Finally here is the video of map 5:
2TzJzWQjvQE
(Link: http://www.youtube.com/watch?v=2TzJzWQjvQE)
As always there is actually no need to say that a playthrough may spoiler and such. All the run is blind (= firsttime run). Hope you enjoy it 
Djinndrache wrote:
Finally here is the video of map 5:2TzJzWQjvQE
(Link: http://www.youtube.com/watch?v=2TzJzWQjvQE)As always there is actually no need to say that a playthrough may spoiler and such. All the run is blind (= firsttime run). Hope you enjoy it
Hold on a sec, when did you download this? This build seems really early. Either way its great to see you enjoying yourself in my fiendishly evil map. I'm still working on the final map, because, it's huge compared to the others both in terms of size and also stuff going on. Interesting that you got a missing texture at the end of the map.
OH PETESAKE. TWP was telling me that my uploads were successful when they were infact not, you guys just had two updates not go up. Hold on, I'm fixing this now.
EDIT: There, the last two updates should be included now. Fie.
Nyskrte wrote:
OH PETESAKE. TWP was telling me that my uploads were successful when they were infact not, you guys just had two updates not go up. Hold on, I'm fixing this now.
Seems TWP still hates updates. Anyways, this mappack is genious and I'd be glad to make a "new version"-video of all those maps when its finally final. Let me know when it's done 
Djinndrache wrote:
Nyskrte wrote:OH PETESAKE. TWP was telling me that my uploads were successful when they were infact not, you guys just had two updates not go up. Hold on, I'm fixing this now.
Seems TWP still hates updates. Anyways, this mappack is genious and I'd be glad to make a "new version"-video of all those maps when its finally final. Let me know when it's done
Will do.
From now on I'll just change the filename everytime before uploading, I never had this issue when the map was in the Work In Progress section. Curious. Let me list off the changes again:
- The first chamber of Map 5 is now fleshed out, the map now has a name and a functioning skybox.
- An unintended solution of part of Map 5 has been blocked.
- You can no longer reach the bottom of a bottomless pit.
- The elevator button in Map 4 no longer requires jumping to escape from.
- Realigned some textures that people missed because they were too busy breathing in neurotoxins.
- More tweaks to improve framerate in the boss room and that familiar room.
- You should no longer be semi-perma slow if you reload whilst dying in Map 5.
luveluen wrote:
A question about the end of part 4: is it intended that you, trapped in the last room with the doom wall closing in, are able to use the portal glitch to reach the gravity turning point?
I really liked that moment when I, having both portals with me in that room, couldn't think of anything else and jumped back and forth 4 or 5 times and escaped. Very closely.
Because if it is not intended, then...it may be a little harsh...being trapped and...stuff
There's a way to do it without portal glitching. I designed all maps without cube tossing or portal glitching in mind. It involves doubling back on one's self. Of course if you've been too slow, maybe the glitch is the only way if you've autosaved too rapidly. Also I don't like red herrings or hidden solutions (shoot a portal through a hole 1 pixel by 1 pixel in size). If I used them on every map in this pack, I'm pretty sure at least half of the players would just stop playing.
Never said much about this campaign, but I was betatesting it during its long WIP status - which is already a good sign of committment. It takes things seriously, that has to be said: in the face of average production values, it doesn't deny itself wide ranging, multifaceted puzzles and even a story with grand finale.
The maps or rather mapping evolve in quality and complexity, coming from blocky beginnings to a standardized Clean (CH1). Fixes to keep them up to a standard worked, but the visuals still suffer from the classic first timer's gigantism which can never looks much slick. Especially the last stages show grand set pieces - contraptions, cutscenes, slo-mo - even without much underlying detail.
Puzzles were kind of a mixed bag: the large systems in Ch3, CH4 are as thought provoking as slow to navigate through (lots of walking), while the hurdle races where you see ahead and have to avoid death (CH5) seemed disproportionately hard in comparison.
I remember Portal Toxic exaggerating in a similar fashion when it came to its own self-destruction system, and indeed the grand finale is a maddening quickload fest (still trying to make it without dying). In such scenario, every missing detail (no portal placers, signs, super damage for turrets\lasers, unorthodox geometry) suddenly becomes a grievance. A project that primarily relies on the bulk of its material rathen than specific finesse, shouldn't really trip on a late mistake.
I have an update waiting in the wings now, whilst most of the editing tools are back online and I've been able to continue work on these maps, the buildcubemaps function is broken as of now thanks to the DLC. So it will go up when this is fixed. I'm just glad that I decided against the use of custom content, as at least this is still playable. Some/most VPK-packed maps currently aren't working.
EDIT:
Found a workaround, to buildcubemaps simply move them into the dlc1 maps directory, build the cubemaps and then move them back to the main directory. Update coming shortly. Mostly aesthetics for 1.12, making all of the maps prettier than they were previously in varying degrees and cutting back on the giantism/wasted space in areas. 1.12 messed up an areaportal, quickly putting out another upload to address this.
Anyone brave enough to speedrun this yet? Or attempt maybe a hardcore run (How far can you get without dying once.)?
Awesome set of maps so far (I haven't played 5 yet), definitely the best I've seen here. 3 had me frustrated for a while since I didn't notice a path back to the starting room, and I had trouble figuring out where to put the first cube, but with a little trial and error I got it. The last part of 4 took many, many tries. I was really confused at the very end as well until I figured it out (just barely made it in time!).
Ok, here we are again with the latest version (1.13)!!!
Well, after all there's no doubt about some of Nys' personality traits. It's obvious that this guy is a perfectionist, obstinate, and of course clever specimen!
Since the WIP versions there is reaaally much to point out. First of all, it is incredible the glowing look of everything: each tile of every texture, the paint (awesome level of reality), signs, props... It is outstanding that a hard work of customization and implementation of visual techniques altogether with a special care of the lighting environment has been carried on.
Some of the levels has been improved significantly as well and replay them was really worth the cause.
MAP 1
Some broken tiles over here and there, pieces of textures changed in order to break the visual monotony (never a problem for me at least...), an improved lightning everywhere and a surprise at the end behind the door, now you have to carry on the ball... this was just awesome! (I had to repeat from a savegame)
yGSxt5yUTxA
MAP 2
Again, noticeable lighting changes (this was one of the darkest map of the series) and textures improvement: more variety than before, and some tiles outstanding from the rest that, again, break that certain monotony. Very good changes at the beginning of the map in the vertical shreddrers external room, quite a lot exploits and easy solutions erased.
NXqm05AlIIk
MAP 3
This is probably the map I like most of the series. The lighting improvement here is awesome, because it is a really well thought-out map, very challenging and big, and it deserves to be seen properly. I really like the glow in the floor and walls, altogether with the lighting increase, make this level very beautiful... of course into its unique hazardous and deadly aesthetical style. I like the more killy turrets at the top of the laser tower (I bypassed them in the WIP versions)
7PJHbMVB_l0
MAP 4
Same outstanding improves in lighting and textures. I loved the "observation" room with the blue shade of light in chamber 2, and also the letters "N Y S" in the ceiling by the end: impressive details. But the very first and best part keeps being the frankenturret jumping along the bridge to the other room: this is simply sublime
RtSm7c41BC0
MAP 5
First room with such amount of changes that it's completely a new chamber! Awesome. I really like the ability of thinking of good and challenging puzzles of Nyskrte. This chamber has been great to "replay". Next chamber with the lasers and the cube is much better since WIP status avoiding several exploits. The boss part is finally perfect, mostly regarding first versions' lagging problem. I loved the fog, and there's more fluidty now to defeat Glados. Also escaping has been tweaked very nicely avoiding some unintended solutions and make it more interesting even. The only bad part is the 2 fliings in the beginning of the escape, in that huge room with red shades of light... which I had to repeat like a thousand times because it was awfully hard to place the latest portal on the floor properly to get catapulted to the exit door!
You_x3kOl2A
Overall, a very high level of improvement and dedication that have made this series one of the most interesting and challenging campaign made for Portal2 so far.
Thanks for mapping Nyskrte!
TODAY'S UPDATE:
- Visual improvements to Map 1.
- I've started work on a Co-Op map. Should be available by the end of October.
What shall you do at the first chamber of map 2???
You can use the blue gel drop to get to the left side,then your stuck. ![]()
If you need guidance:
http://www.youtube.com/user/josepezdj?feature=mhee#p/u/4/NXqm05AlIIk
Blocki27 wrote:
What shall you do at the first chamber of map 2???
You can use the blue gel drop to get to the left side,then your stuck.
Clearly I didn't make map 1 hard enough. How you managed to complete it and then get stuck at that point baffles me.
On Map 3 the Escher tunnel with the alternating laser barriers is a giant PITA. It's has no discernible pattern to the moves you need to make and seems to be strictly trial and error. God help you if your short term memory isn't up to memorizing the moves after every false start. I looked at the youtube walkthrough and still couldn't get it. Took all the fun out it for me.
Nyskrte wrote:
A series of five difficult levels.
Oh.
Blocki27, nikdangr... Do you two not grasp the concept of this?
The "difficult" part? Yeah. I think I've got the rest of the map sussed. If there's a logic to the moves, my spatial handicap is getting in my way. I couldn't play "Descent" worth a $%#& either. I know it's doable - just not by me - in my current state. I may need drugs. I should not fly planes.
nikdangr wrote:
The "difficult" part? Yeah. I think I've got the rest of the map sussed. If there's a logic to the moves, my spatial handicap is getting in my way. I couldn't play "Descent" worth a $%#& either. I know it's doable - just not by me - in my current state. I may need drugs. I should not fly planes.
Ok I can respect that, just remember I'm trying to provide a challenge, sometimes, you'll get stuck, massively, like most of the people who play these maps. But if you do have a literal handicap, don't feel bad about flipping on the cheat switch temporarily to skip those agility sections where you know exactly what you need to do, but can't.
Also, big respect for mentioning Descent. I used to play that as a kiddie-wink.
I've done some slick moves on other maps with trickier timing. It's strictly a matter of orientation. I always have a hellacious time figuring which way is up when I fly out of a portal. I should go easier on myself. I'd been shaving for over twenty years when Doom came out. I couldn't hit a curve ball now, either.
Bad manners got in the way of congratulating you on the NYS maps I got through so far. Nice work. I'll be standing by for more.
Undoubtedly,this is the best campaign i have ever played.
i have only completed 4 chambers that make me use 9 hours to play.
i know i suck XD
i hope you will make more maps
TODAY'S UPDATE:
- Visual improvements to Map 2 and 4.
- Optimized Maps 1, 2 and 4.
- Shhhhhhhh.
As always feedback, suggestions, criticism, video playthroughs appreciated. Come at me bro. 

too bad i just finished it..
i was beginning to like it!!
THANKS NYSKRTE, please make more of these maps!!
i came across some glitches
-in the very first room, i could only see most of the elements (particle field, laser, cube, wall...) if i had placed 2 portals, which made it fucking difficult (cause the emancipation field emancipate my portals every time..) but i thought that was intentional, so i went through it anyway
but now that's fixed for some reason
-at the very ending, the skybox would not come up.. but i had the glorious satisfaction anyway!!
NYS-1 room 1: Am I actually supposed to jumpkick the redirection cube over the emancipation grill? Because this works (rather predictably actually), while what seems to be the intended solution (put the cube on the panel, and then remove the other cube from the button so that the panel rotates and the cube hopefully gets flung across the emancipation grill) does not seem to work.
NYS-1 room 2: I am wondering how many of the following things are unintentional (not that I wish them to be made impossible in the next version...):
First, I killed the third (from below) turret by "cutting" it with the vertical hard light bridge.
Then, after having put the ball where it belonged, I killed the fourth (= uppermost) turret by laz0ring it (from the new portal surface that was enabled by the ball).
Then, I "manully overrode" the other two turrets by walking to them on the horizontal lightbridge and pushing them aside. The lowermost turret was easy; the 2nd required some jumping.
NYS-1 room 3: You can get stuck in there if you fail to notice that there is a second cube, and instead of it use the ball.
Nice levels so far.
arvisrend wrote:
NYS-1 room 3: You can get stuck in there if you fail to notice that there is a second cube, and instead of it use the ball.
By stuck do you mean permanently trapped? I've heard this before but I wasn't certain if it was as was stated.
Yes, I mean permanently trapped. Here is how I did it: You have to put one cube on one of the buttons, then haul the ball onto the other platform in such a way that it takes a second or two for it to reach it (this took me some dozens of tries). Within these seconds you run onto the platform and cross your fingers that the ball stays on the button for long enough for you to reach the exit. Unfortunately it turns out that you were doing it wrong.
EDIT: Something different: What is the ball for in NYS-2 room 1?
Great stuff - just finished number 3 but am gonna take a little break. One thing with map 2 - After I finished the mini-chamber accessible through the laser maze thing (i.e. not the orange gel puzzle) I came back out and the tractor beam was still blue, meaning I had no way of getting back. Not sure if I just missed a switch or something, but I couldn't find anything at all and so just skipped to the next map (only really had to go through the exit anyway). I did use the ball on the switch for the beam originally instead of the cube, so maybe that's why?
Thanks for finding these two bugs, I'll have them fixed in the next update.
Yes I hadn't anticipated someone using the balls in these ways.
Also, the ball is for later.
TODAY'S UPDATE:
-GlaDOS will now free you if you trap yourself on Map 1.
-Cubes are now 100% more likely to land on certain buttons on Map 1.
-The first room of Map 1 can no longer be glitched into an incompletable state.
-Improved lighting effects across all of Map 1.
-More indicators and other slight visual changes to Map 1.
Right, did the last two chambers just now. Before I go on, I'd just like to say a big thank you for the incredible amount of fun I just had. Map 4 simply floored me with its awesomeness, then 5 repeatedly kicked me in the head when I was down. One weird thing that happened was that the frankencube on 4 somehow managed to climb back up the wall and into the upper room. It didn't really bother me (I actually just went up there to collect it by dropping the laser cube on the button) but it was a little odd...
In terms of constructive criticism, I only really have a couple of things. I generally dislike using incremental quicksaves as a way of getting things done, at least in pure puzzle situations (I freely admit to saving like a mofo in the boss fight and escape sections of map 5) but I did resort to it on a couple of occasions here simply because I found the penalty for failure a bit too harsh. These were as follows:
Map 2, orange gel puzzle:
I got to the 3rd level here then overshot the next button with the cube. I noticed that a new cube had spawned, but I couldn't pick it up with the tractor beam (even though it seemed like I would be able to). As a result I had to do the first two levels again, which weren't really difficult but just a bit time consuming. It's a very minor complaint in a level I enjoyed immensely, but if I could have just picked up that cube with the tractor beam I would have been a tiny bit happier.
Map 5, three symbols puzzle:
I just found it really fiddly getting the portals in the right place for the cube to align with the lasers. If your aim's even a tiny bit off the laser either misses or, even worse, the bridge doesn't connect and the cube falls to the floor, meaning you have to zap it and go back up for a new one. What's worse is that when I finally managed it and dropped the cube to the floor for the last one it had somehow turned slightly and wasn't hitting the receptor. It kind of went beyond challenging to simply annoying, so I used quicksaves every step to get it done. You might disagree, but I felt it would have helped to have some portal placement helpers on the walls for that part
That's really it, though - two minor niggles for five big slabs of awesome. Well, that and I probably burst a few blood vessels at the very end, but I really enjoyed doing it. Fantastic stuff.
El Farmerino wrote:
||Map 2, orange gel puzzle:I got to the 3rd level here then overshot the next button with the cube. I noticed that a new cube had spawned, but I couldn't pick it up with the tractor beam (even though it seemed like I would be able to). As a result I had to do the first two levels again, which weren't really difficult but just a bit time consuming. It's a very minor complaint in a level I enjoyed immensely, but if I could have just picked up that cube with the tractor beam I would have been a tiny bit happier.||
I'm glad you had fun with this and I hope that my co-op maps will equally so as they are released. I'm afraid that this will probably be my only Portal 2 single-player mappack (unless I get called on for a mod), as the popularity of co-op greatly exceeds that of single-player.
Regarding the gel room I thought I had made it so that it could be completed if the cube was dropped at any point, I will have to reinvestigate this to confirm. As for Map 5, as you can probably tell its still in a very rough state compared to say... Map 1. I will get around to working on it, but Map 5 has so much work to be done on it its rather overwhelming, so I'm just chipping away at the other four maps and popping up a co-op map on the side, building momentum to tackle it.
TODAY'S UPDATE:
- Fixed an unintended solution on Map 2.
- Resolved a possible way to trap yourself on Map 2 (although there are plenty others, this one was unintentional).
- Increased the lighting budget and made it prettier on Map 2.
My videos of this campaign were made in WIP time, so we need new ones, right? Awesome campaigns deserve always-up-to-date-videos!
I played the first maps some months ago, so it's been a while since I played them. So this is some kinda almost-blind run. I'm surprised how much about the maps I remembered on my re-play run though. I guess it's not easy to forget awesome stuff!
Map 1:
etcTFJwfg0g
(Link: http://www.youtube.com/watch?v=etcTFJwfg0g)
Map 2:
BfHfZFG56R0
(Link: http://www.youtube.com/watch?v=BfHfZFG56R0)
Map 3:
54hWY1CQEuc
(Link: http://www.youtube.com/watch?v=54hWY1CQEuc)
Map 4:
icDAzmMpzmg
(Link: http://www.youtube.com/watch?v=icDAzmMpzmg)
Map 5:
5pr6_qCFYjU
(Link: http://www.youtube.com/watch?v=5pr6_qCFYjU)
Epic in scale and proportions. This could have been the official extension of Portal 2, I wouldn't feel robbed. My favorite was the level inside the sphere with all the building scattered across, one spends ages looking around and just wondering how to get there, with a hughe feeling of satisfaction when one finally manages it.
Now for a bit of nitpicking: there are a few instance where the difficulty/duration is increased 'artificially':
- In the room with the revolving platforms with turrets on it, once we open the exit door with the 2 cubes, it is only to dsicover we need to bring the sphere leftbehind, to open an extra door. To do so is just a repeat of what was done with the cubes, so no new puzzle, it is unnecessary and laborious
- Same thing with the passgae with the 4 ramps to climb one after the other with orange gel(though at least there, there is an aesthetic reason)
Nyskrte wrote:
I'm afraid that this will probably be my only Portal 2 single-player mappack
Say it ain't so!
I've just registered an account to thank you for making these awesome maps. As a SP man at heart, I felt a bit let down by the difficulty of the original campaign, and my hopes were dashed when the DLC didn't deliver anything more for the lone testers.
I've played some good custom maps since, but the series as a whole is just what I was looking for. Parts of it really pushed me to the point where I was considering spoilers, but It never seemed hopeless and the design compels you to persevere. The 'I hate you' moments are great too, it really sets the mood for the finale. I've never had this much fun screaming profanity at my PC 
Is this the topic where victims of this puzzle gather for mental support? The ending of the first map is just plain evil, sir.
Portal puzzles as they should have been done IMO. I imagine maps like these could have been in the game, were the testing pannel for the game not 50% mentally retarded 
/me starts on map 2
First off . . you mentioned a mentor - I searched but found no Portal 2 maps by him. Can you add a link ?
Your environments are so incredible looking that I find myself walking around aimlessly. I "wanna be there" in real life ! ! Helping this was a new HP 27" monitor that I just received and am blown away by. $300 bucks - unbelievable how cheap they are now.
Maps 1 and 2 - at first I was so annoyed by that damn grinder coming around every 10 secs or so. I skipped the sphere initially. When I finally got inside the big room I though, YES - OK, where is the Exit !! How wrong I was, and it was a blast going on from there. Maps 1 and 2 were great.
Map 3 - I have played around with Hammer, and I must say that this kind of Level Design is so far ahead . . it is in the stratosphere. How the hell did you do that !!!! Although I am fine with the 90-degree re-orientation, I did not enjoy the disorientation of the invisible world portals. Behind the wall where the 2 Cube holders are and the 2 dead turrets were, I shot a Portal about a half mile away to the left and then walked back 5 feet only to find the Portal was shot into that wall. Un-nerving and unsettling, to the point where I often had no idea where I was - I could not make a mental map. So after much effort I finally needed one clue to get the 2nd cube from up top into the main area via the faith plate launch. I then had a blast - that 3-way mega-fling to the roof with turret was the most fun I have ever had.
You are an absolute GENIUS. How that guy "Bob" could say that 4 of these levels are "bleh" is beyond me. It was a ridiculous and mean statement for someone who has put forth hundreds of hours to give others a good time. This is Visually STUNNING, tricky, and fun. Thanks for this incredible effort.
PCdoc wrote:
First off . . you mentioned a mentor - I searched but found no Portal 2 maps by him. Can you add a link ?
I have no mentor, perhaps you are referring to my aspiration figure Richard Gray? I made map 3 as homage to him, as he was the first person to ever make a Platforms in Space map. He was also responsible for many of the maps of Duke Nukem 3D, a game I used to play relentlessly as a child.
PCdoc wrote:
Your environments are so incredible looking that I find myself walking around aimlessly.
When I'm done with my second co-op map, I intend to go back and revisit these maps. I feel like I can improve on the environments considerably.
I was stuck in the first room of Map 4.
After 2 hours I finally watched the walkthroughs. But in all Map 4 videos the Franken-Turret cube walks forward along the light bridge. Mine made sounds and twitches ever so slightly but does not walk forward. I can only throw him about 2/3 of the way across - so I was stuck. FINALLY I killed him and got another one - and that one walked just fine. I was upset since I wasted so much time on that. Is it possible that some of them are set to "BecomeMonster" (i.e. walk) and some set to "BecomeShortcircuit" (i.e. do not walk) ?
PCdoc
PCdoc wrote:
Is it possible that some of them are set to "BecomeMonster" (i.e. walk) and some set to "BecomeShortcircuit" (i.e. do not walk) ?
It's a problem that's been hardcoded into the AI of the frankenturrets. If they are unable to move for more than 5 minutes they turn off permanently. I've thought of a way of reducing the possibility of this happening, and will implement the change when I come back to this mappack.
I know I'm a little late to this party, but
Wow. Loved it!
Excellent puzzles and unique concepts wrapped in extreme difficulty sauce. I actually had to selectively watch some of Djinndraches footage to see some platforms I missed myself. However, figuring these tests out by (mainly) myself gives a great sense of satisfaction.
This is undoubtably the longest player-created portal content I have ever played.
I couldn't quite find my way in the third test, with the floating islands in space, though. Could just be me...
Also, awesome to see the little frankencube waddle off into the right direction over the light bridge in the fourth (I think) chamber. And the central hub guarded by shredders, that was evil!
I wish I could top the 5/5 cap. Ah well...
FourthReaper wrote:
However, figuring these tests out by (mainly) myself gives a great sense of satisfaction.
This is the very reason why all my maps are difficult by design if anyone was wondering. If a puzzle doesn't challenge or make you pause to think, then you don't get that particular satisfaction and the whole experience is rendered unmemorable. The problem with my mapping is that I typically set the bar too high for someone who isn't intimate with the game and its mechanics, at which point they become frustrated at their lack of progress then bail out.
The first room in the first level is a good example of this. If the player does not discover that they can lift the cube over the emancipation grid, then they might deem the map broken or impossible and quit right there.
Just finished Map 1. Seriously Awesome!! Great design, length, and pacing. Just the right amount of challenge. Hard but never overwhelming. And the creativity of making an entire map based around killing turrets... brilliant! I wish it wasn't so late so I could play the other 4. I know what I'm going to be thinking about all day tomorrow.
The overwhelming comes in map 5 lol.I still havent completed it yet.Only been like 6 months or so trying.Think its just a bit over my skill level once you get to "her" Still 5/5 thou
Wow, what a fun challenge! The best thing about it is that it doesn't need special tricks like portal glitches or strafe jumps to be solved. Once finished completely, this will be a must-play after the Angry Tests!
I was stuck on Map 2 for a while: In one of the side rooms - the one with the rotating crusher on the ground and the single tractor beam to the left to move the cube - I'd never have thought of putting the beam at that wall below me to lift up the cube untill I saw it in Djinndrache's walkthrough. In fact, after searching for a way to get the cube up for ages unsucessfully, I thought something would be broken there or that I would have had to do something else in another room first. I don't know what would have helped me there. Maybe an arrow pointing upwards somewhere near the position the beam has to be placed - but then again the puzzle might be far too easy then.
On Map 3 I lost the orientation some times, wondering if I already had been at the portable spots I was seeing in the distance - but it wasn't a big problem in the end.
On Map 4 my frankencube walked without a problem, but I had a very hard time to catch it. It constantly bounced off the bridge which became a little frustrating.
On Map 5 I had some trouble with the three-symbols-puzzle, too. Often the cube bounced out of the needed position. Maybe the first laser gate could be removed completely here? It's obviously there to prevent me from realigning the laser cube. But since there's the autosave feature and I can start over by hitting F7 anyways I found the gate to be obsolete.
In the next room (blue/red gel, tractor beam) I experienced a graphic glitch: When moving towards the walls, the ceiling became plain white. Moving back in the middle made it reappear.
Again, this was great fun because it was challenging without needing those "pro-moves" like some other maps do. I'm looking forward to play the final release!
This is hands down the best Portal experience that I have ever had! That includes all Valve and user-created content from both games. I just cannot express how much fun this was. The level of challenge was absolutely perfect. I only got stumped twice, but only for half an hour or so each time, and it never reached frustration levels. The design was truly genius, especially map 3, as many others have noted. That boss fight rivals that best I have ever played in any game at any time. Honestly, Valve are idiots if they don't hire you. I'm really upset to hear you won't make any more SP maps. I've got one friend that plays, but he's not nearly as obsessed as me, so I can't really play any co-op maps. Please, please, please make some more SP content. 11,376/5
finished map 4 so far .. i had a great time, fantastic maps
but i have to say, the world portals in map 3 drove me crazy. the world became unreal, illogical, confusing. world portals shouldn't be used like this in my opinion.
and it seems they produce glitched as well, like falling out of funnel
i didn't read the hole thread, in case somebody pointed this out already.

A series of five difficult levels.

Compliments and criticism are appreciated.
Average expected playthrough time: 3 to 5 hours.
I'd like to thank the following, helping me make this what it is now:
josepezdj, DaMaGepy, xdiesp, bmaster2000, Saturn, andyb, Djinndrache, quatrus, OnePortalizedGal, shawy89, Random, MutatedTurret, RubbishyUsername, Chaos Unleashed and Staffordshire University.
File Name: nys_release_122.rar
File Size: 50.29?MiB
NYS-5 Series