File Size: 86.11 MB
Downloads: 12705
Rating: (33 votes)
Description
Cyan industries is a easy/medium/hard 3 level campaign These maps includes custom textures and voice. Part 1: Pictures: http://cloud.steampowered.com/ugc/54177 ... E7206353E/ http://cloud.steampowered.com/ugc/54177 ... 9F60669CC/ http://screenshot.xfire.com/s/120752847-4.jpg Part 2: (added at 6-8-2011) http://screenshot.xfire.com/s/116738477-4.jpg http://screenshot.xfire.com/s/116738467-4.jpg http://screenshot.xfire.com/s/116738457-4.jpg Part 3 (added at 27-12-2011) http://screenshot.xfire.com/s/120402789-4.jpg http://screenshot.xfire.com/s/120392344-4.jpg http://screenshot.xfire.com/s/120426101-4.jpg Place the bsp in /maps These are my first maps for portal Feedback is Welcome Liked the maps? a small Donation is higly appreceated [The maps are, and stay for free always]
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HANDS DOWN the best portal 2 map i've ever played
i dont have to say anything else
awesome map, great attention to detail, although if you leave the first cube behind for whatever reason, you are basically SOL. as you can't backtrack. perhaps make a way to fix this. like buttons the cube must go on to in order to continue oh and the ratman den was really cool as well
Discretely long story mode in professional Clean style, with a few pacing problems. Puzzles are about navigating the maze-like enviroment, themselves classic and involving with always room to try the odd maneuver.
However your progress in the structure seems lopsided: you start from a hub area requiring two cubes, first one found right afterwards, second one requiring the entire remaining puzzles to collect - in the end it looks more like a fit of backtracking, than a multi-step operation. We appreciated the homemade Glados inserts, but could barely hear it. High point: the new disassembling sequences. Low point: the maze, dark and bulky.
Several bugs should be addressed too: in the hub if you attempt to ride the funnel (from where it starts) you will fall through it; in the lightbridge corridor, couple of nodraw surfaces behind observation rooms; possible but still very hard to get out from behind the vertical lightbridge source; you can get stuck in the room with the locked door after the maze, if you didn't bring a cube along; such door could use a mark that it needs to be opened just once; the "overwatch" area looks way bright; unjustified reason why the companion cube at the beginning fizzles after some time even if you saved it, and why there's a solid fizzler at the glass floor room.
Thanks for the feedback.
The companion cube does fizzle away because else it will break down the puzzle, i did this on purpose because i would not suspect a player would save it the first the he/she played the map. and wat other reason should i create else, anoter fizzle field would removed the use of the moving one.
There is a solid fizzler at the ''glass room'' that is not solid, but has brushes behind it to make sure no portal can be created behind it, without the brushes the cube can get stuck up there, or you can make a portal behind it if you shoot in a strange angle. (tested this some times)
Im am not sure wat you mean with the start of the funnel creator ''bug'', you are actualy not even suposed to be there.
As for the forget companion cube bug is good that you mentioned it, did not think about that. will think about a solution
Glados/cyan voice, i will look at this and edit it if needed, however it was not soft for me (balanced game settings?)
''in the lightbridge corridor, couple of nodraw surfaces behind observation rooms'' sorry wat???
for the puzzle navigation, i more wanted to give the idea of free choise instead of follow the path idea, ofcourse you need to follow a path, but it is a bit less forced.
your - point about ''the maze'' i assume you mean the airco system with this, if so why should a airco be lighted anways i made it a bit dark, because a overlighted airco would not make sense in the first place because you are not suposed to be there. (i dislike the fact that in portal there is no flashlight in the first place)
Again, thanks for the feedback
Cementiet.
cementiet wrote:
The companion cube does fizzle away because else it will break down the puzzle
You have to justify what happens on screen, or else it looks arbitrary. Just prevent the scenario from happening, as in making the fizzler higher.
cementiet wrote:
start of the funnel creator ''bug'', you are actualy not even suposed to be there.
It doesn't matter if you shouldn't visit it, the place is right there to portal to: we tried a couple times riding the funnel and it let us fall midway through it.
cementiet wrote:
There is a solid fizzler at the ''glass room'' that is not solid, but has brushes behind
I suggest you make it into red laser field (or a bridge), if you don't want people near it: solid fizzlers are not in the game. With a white wall right beside it, it's only logical that people will try to climb back up.
cementiet wrote:
nodraw surfaces
We forgot to take screenshots, but around the windows were flickering areas without textures. And the airco area: yes, it's a very faithful aieco, but also the worst part of the level - 3 identical, dark rooms about sniping little holes.
Ok i did update the map,
Changes:
-Made the glados voice bit louder
-fixed the nodraw bug by adding a clip so you unable to stand on a invisible edge near a fizzler and filled up 2 older nodraws
-fixed the ''cube save''
-fixed a broken sound
-added a button for the first box, so it will not have to wait/brought with you
-slightly reduced light at the glass floor 1.0-0.9
-added more space for the lightbridge so you will not be able to get stuck there.
-changed 1 wall from white to black, else it would be too easy
-fixed not being able to go back if you did forget the cube (it is hard but posible)
If you had the previous version installed, you need to remove this one in order to play it together.
Thank you for the information you all gave.
Cementiet.
Good and big map
But is there any solution or youtube link out there?
I came till the safe lock and it said one moment but it wouldn't open.
If anyone can help me if that is supposed to be or how to continue please give me a msg.
Totally liked the intro (the fizzler trap for the companion cube), and the outro (the room with your name inside, basically).
The first part with the first cube was ok, you cannot see what's the intended use of the blue gel, you can reach the cube quite easily.
The second part is totally worse. The disorienting maze full of fizzler and place to climb was bad. Also, the "trap" (the place on the ceiling with some spikes after you enter by jumping), there are two identical holes: One with the spikes, one without; was a very bad thing. The very first time i jumped into with the cube, i died and the cubed stucked up here.
Luckily there is a companion cube in the BTS maze, and the final puzzle can be solved with only two cubes.
Unluckily, as mentioned over there, you can stuck if you don't bring the companion cube with yourself. And we don't did it because that zone totally look like a pointless ratman's den, without any real purpose to the solution of the puzzle.
You are also suposed to comunicate with your partner to decide wich hole to take (you can see the spike alrdy if you stand on the lower part of the ''maze'' its a coop game, not a singeplayer non comunicating game. (sorry i dont see this as a bug at all...)
''companion cube in the BTS maze, and the final puzzle can be solved with only two cubes.'' BTS = ?
''Unluckily, as mentioned over there, you can stuck if you don't bring the companion cube with yourself. And we don't did it because that zone totally look like a pointless ratman's den, without any real purpose to the solution of the puzzle.''
Do you mean the 3 button door after the ''glass drop'' ? since you are able to get back after the update, so this problem is fixed.
As for the blue gell, you mean you were able to get the cube without it?
Thanks for the feedback
cementiet wrote:
As for the blue gell, you mean you were able to get the cube without it?
I did so by portaling up the high wall on the other side of the pit, then jumping down and leaving a portal inside.
About the trap: don't punish the player for playing your map, you can even lose the cube in there and be forced to a lot of backtracking.
Are there even 3 cubes? We solved with 2 cubes. I'm not sure by the comments if this is supposed to happen or not. It's a good map, but a little too "mazy" in parts and sorta got old after a while. Map is ginormous. Well done overall.
Hawkeye wrote:
Are there even 3 cubes? We solved with 2 cubes. I'm not sure by the comments if this is supposed to happen or not. It's a good map, but a little too "mazy" in parts and sorta got old after a while. Map is ginormous. Well done overall.
No there are not 3 cubes, only 2 (unless you count the begin cube), the puzzle is only possible to solve with 2 cubes aswel.
As for the size, wanted to create a map that is a bit longer then a average puzzle, else you are just loading 24/7 instead of playing
Indeed can be a tiny bit confusing at the begin, but if you stay together it is not too bad.
a walkthrough would be nice - we re stuck at so we found all rooms the one with the spikes etc. we even brought a cube there but i cant mange to get the a cube outside to the 1st room :?
Endrey wrote:
a walkthrough would be nice - we re stuck at so we found all rooms the one with the spikes etc. we even brought a cube there but i cant mange to get the a cube outside to the 1st room :?
At the room with the spikes(in the roof) you only supposed to have 1 cube, so you did wat your suposed to do, after you brought it behind the fizzle field, you need to go further from there.
Ok seems i got 2 bug's to fix there,
:update:
Ok, fixed both problems
-not able to ''block jump'' the cube to your partner.
-not able to fly to the first cube with only the grav field.
-added a func_detail.
Thanks for showing
My main, and pretty big, problem with this was that the grating which you need to portal through in the red room is really dark and barely visible, as well as being on the ceiling and so not where you'd be particularly likely to look. I don't particularly like the grating usage anyway, but that one is much worse than the others.
Here's my playthrough:
Xko6SJQ0GRs
This sure was quite a hilarios playtrough ''if i see another cube i gonna cry''
Thanks for showing, as for the grating, i needed to make a ''fast'' way to get back to the begin, thats why i made use of long thin tunnels to shoot trough.
It can be bit hard to find them, however if you just look at all of them you can see light on the end.
also was bit supriced how long it took at some parts of the puzzle to solve them. ,was more afraid they were to easy.
I really liked the story and presentation, but we were kinda frustrated by getting to the very end, only to realize that we needed to go all the way back and do it all over again with the cube. Eww. I would have appreciated a checkpoint along the way that forced me to already have the cube, e.g., rather than just giving me a way to smuggle the cube past the emancipation grid, place a door that requires the cube to open. That way, it's very clear to me that I'm supposed to be bringing a cube with me, not going off to fetch a cube that I'll eventually bring back. After all, it was counterintuitive to bring a cube so far away from the hub.
Still. I get that it was probably part of the point of the puzzle. Even so, I felt unnecessarily frustrated and noclipped here and there because I was tired of doing the same puzzles over and over.
matchu wrote:
I really liked the story and presentation, but we were kinda frustrated by getting to the very end, only to realize that we needed to go all the way back and do it all over again with the cube. Eww. I would have appreciated a checkpoint along the way that forced me to already have the cube, e.g., rather than just giving me a way to smuggle the cube past the emancipation grid, place a door that requires the cube to open. That way, it's very clear to me that I'm supposed to be bringing a cube with me, not going off to fetch a cube that I'll eventually bring back.Still. I get that it was probably part of the point of the puzzle.
Why do you need to do everything all the way over, since if you get the second cube(so not the one with the blue paint) and manage to go to the end, (after the 3 button door), in there there are white places were u can easy place a portal, and a portal close to the second cube dropper, no need to do it all over again. just a slight walk back to the door u just did open the first time. so that is a checkpoint itzelf.
And ofcourse never use a cube that took most work to get for the wall button up there to activate the 3 button bridge.
Quote:
it was counterintuitive to bring a cube so far away from the hub.
Maby it is, i can agree with that. but stil it is a puzzle, and the problem with a puzzle is that evry1 reacts different on it.
Thanks for the feedback.
Quote:
it was counterintuitive to bring a cube so far away from the hub.
I thought that too, when I mentioned the lopsided progression. Maybe part 3 (shattered glass area) could be accessible from the main hub but be useless, without the proper solution - at least it would prove more symmetrical, which is about what Laser Funnel did.
I think its not smart to make the puzzle area even bigger, this only will make it even more confusing, because then you got 7 buttons at the begin... and even if it changed, it does not make it more easy to get the second cube again, since this room does not have much use for the rest. also this will remove the use of the ''path'' that you follow.
Problem is, i tested (after release) this map with 5 persons, and they all had problems with different parts of the map, but not realy had a problem with the second cube, however the most hard part was the begin, not the part of getting the second cube, they almoust rushed trough it, they also all did not want to use the second cube for the wall button.
It maby sounds a bit lazy (no im not lazy), but since i get quite different reactions from almoust everyone i am not sure what to change.
(is this even needed?)
The only thing i could come up with is changing the button for opening the first door to a cube button, but, this only will block the explore effect.
cementiet wrote:
Why do you need to do everything all the way over, since if you get the second cube(so not the one with the blue paint) and manage to go to the end, (after the 3 button door), in there there are white places were u can easy place a portal, and a portal close to the second cube dropper, no need to do it all over again. just a slight walk back to the door u just did open the first time. so that is a checkpoint itzelf.
Hm? We tried to do exactly that, but, on our way back, couldn't figure out how to get back without walking through an Emancipation Grill that removed our portals.
Still, don't get me wrong. I liked the level very much the first time I went through it. Lots of good to be said. I just didn't like it the next few times (since we're not perfect xD)
Also, is it possible to get stuck in this level? In the big room with the Faith Plate, if both partners end up inside the area behind glass with both of their portals on that side of the glass, is there any way to get out? That didn't happen to us, but it scared me a bit since I was pretty sure it could.
matchu wrote:
Also, is it possible to get stuck in this level? In the big room with the Faith Plate, if both partners end up inside the area behind glass with both of their portals on that side of the glass, is there any way to get out? That didn't happen to us, but it scared me a bit since I was pretty sure it could.
Actualy no that is not posible now you mention it. (not sure why 2 players would want to hang arround with 4 portals in that side of the room but ok) i will look further on that later.
As for the fizzler, there is none on the spot i did mention, there only is the hole for the cube that you need to push trough it.
And yea no1 is perfect =P
My brother and I just played through this map, and it was fun. Thanks.
One thing we found is that the blue goo isn't necessary in the first room. If player 1 shoots portal A to get the beam, then portal B next to the switch at the door, player 2 can jump into the beam. Then, once player 2 is above square in the water, player 1 can shoot portal B here to make player 2 go upwards. Once he's up, shoot portal B at the back wall so player 2 heads back toward the door. Finally, shoot portal B across from the blue wall and player 2 ends up in the next room with the beam. From here, player 2 shoots portal C to get the beam, then portal D directly below it to beam the opposite direction. Finally, shoot portal D on the adjacent wall and you will end up beaming right next to the platform, where you can walk off.
A couple questions:
Is there any purpose for the companion cube?
At the part where the glass floor breaks, is there anything beyond the blue wall? We were wondering if there was anything hidden back there, but we couldn't get to it.
Personally, I liked the hidden red tunnel, and how the map was deceptively huge. It just kept getting bigger and bigger as we moved on.
theBNich wrote:
One thing we found is that the blue goo isn't necessary in the first room.
I am aware of this problem since some dayes ago, due a friend noticed this aswel, i am stil thinking of a solution, however a update will take a bit long since im working on a other project aswel.
theBNich wrote:
Is there any purpose for the companion cube?
No the first cube does not have any use, only to ''break'' your heart
theBNich wrote:
At the part where the glass floor breaks, is there anything beyond the blue wall? We were wondering if there was anything hidden back there, but we couldn't get to it.
No there is nothing behind there it is only a illusion that there is
theBNich wrote:
Personally, I liked the hidden red tunnel, and how the map was deceptively huge. It just kept getting bigger and bigger as we moved on.
Great that u liked it ^^
Thanks for the Feedback.
Overall, I liked the map, even though the above posts are right about the balancing. The first room with the gel and buttons is clever and (once the fizzlers were added) doesn't force one particular solution.
Suggestions
The brightness is still way to high in some areas.
As for the Ratmann den, I didn't know about it until I was using noclip on my own afterwards. Even having found it, I still don't see how I would have gotten down there.
For the stairs im not sure wat you mean with a missing nodraw texture, i will look on this
For the floor button i will change this after the update, however this update will take a bit longer
In the area for the faith plate i alrdy painted on the wall ''never trust your environment'' so there is basicly alrdy a hint. (however this only can been seen for the player that is walking ''upstairs'' and not for the player that is in the pit.)
For the ratmen den, it hard to get in but once you figure it out, its relative easy, its not mend to be accesed easy.
please take time figuring to get at places, b4 giving up and ''blaming'' the creator
Also for the brightness i agree this needs to be lower aswel, after trying it out a several times.
Thanks for the feedback.
Map update released:
Map1 changes:
-Changed floor button to a cube floor button
-Fixed Nodraw bug
-Fixed no-paint needed bug (i hope)
-Added more func-detail
-Fixed getting stuck if 4 portals were on 1 side of the faithplate room
New map added
Cyan_industries 2
This map contains lasers, turrets unlike the first one and will be auto changed if part 1 is completed
-Added new custom textures
-Added more voices
-large clean styled environment
Pics:
http://screenshot.xfire.com/s/116738457-4.jpg
http://screenshot.xfire.com/s/116738467-4.jpg
http://screenshot.xfire.com/s/116738477-4.jpg
The map is very large sized, however the puzzle should be easy to follow
Played part 1 and but dont want to do it again? just launch mp_coop_cyanindustries2
If you have a older version of Cyan industries please replace it with this one.
Cementiet
I've played the second map now (since I already played the first one). You evidently like the 'need 2 cubes, find a cube, use it to get a second cube' format, and I think it works even better on this map than it did on the first.
VFAzyfKcKpo
Wow, theses two maps were awesome.
We really liked them. Well thought (even if the fact that dying means restart from scratch in the second one, your partner have to come to help you going back)
I really enjoyed it. Thank you.
Some bugs however:
On the second map I had a lot of elements not shown on my screen.
Laser doors were sometimes invisible to me, I had to ask my partner if he see them on my shared screen. The room with a cube and two round doors to open with a "laser button" was empty ! It was only when my partner was with me that all appeared. It seems that the clipping is to strong if both of the robot are not in the same room.
Thanks that you liked the maps and for the feedback.
However the strange bug you have sounds more that its on your computer somewere, due i tested it with several persons and did not encounter this, maby your portal game has a problem with the buildup of the level. maby you need your verify your game cache.
Sorry for the issue.
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:
5hakO3hlY7I
(Link: http://www.youtube.com/watch?v=5hakO3hlY7I)
Also note the video description for more feedback and my signature for additional project information.
Map update released:
(after a loong wait, due rl problems)
Map1 changes:
- Fixed bug where you could get stuck in a camera due blue paint
- Minor texture changes
Map2 changes:
- Fixed some small grafic bugs
- Minor texture changes
New map added
Cyan_industries 3
This map contains paint - lasers - a rotating room
-Added new custom textures
-clean styled enviroment
-Lab styled enviroment
Pics:
http://screenshot.xfire.com/s/120392344-4.jpg
http://screenshot.xfire.com/s/120402789-4.jpg
http://screenshot.xfire.com/s/120426101-4.jpg
In this map you will go deeper into Cyan Industries, and find a new puzzle machine.
The map is large sized and a bit different then a average map, also you need to make sure how you place a portal (direction). overal relative hard map
Played part 1,2 and but dont want to do it again? just launch mp_coop_cyanindustries3
If you have a older version of Cyan industries please replace it with this one.
Cementiet
Quick update
Minor fixes:
-Fixed Laser catcher icon that did not update
-Fixed double press button and breaking the timer
-Fixed being able to place a portal behind a button if looking in a specific angle
-Minor grafical update
-Added portal remover at the end
nice 3rd map - we have just finished it few minutes ago.
Really nice future design - looks amazing.
Map was fun to play, and soooooo big.
Puzzles were easy/medium... it was more about exploring the map, but it was fun, because of the design. 
Good job on all of them. 
Nice that u enjoyed it 
Well the second puzzle with the paint was kinda a problem for some people
so did rate it a bit more hard.
Hi and a really nice map, cementiet.
But I have a question, I'm now in that "virtuell [brain] world" or something like that. A black world with blocks in it. I'm somehow stucked there. I was just going forward and dropped down in a room or so. Is that the end of chamber 3?
Image of the world
http://www.abload.de/img/unbenanntk5q01.jpg
Thanks for the map, really great job.
Thanks for your interest!
1 :Yes that is the end of the chamber/map.
2 :Yes you need to fall down in that room.
3 :You need to be there with 2 persons/robots to enable the end trigger.
Cementiet.
Small update
Part 1
-Fixed blue paint bug/cheat with gravity field
-Fixed some shadows effect in the lab part
-Added extra ''white'' in the red airco part
-Added fizzler fields in jump platform room
Part 2
-Fixed double button press
-Fixed minor grafic glitch
-Changed some minor plate detail
Played this with my brother - lots of fun, nicely designed and well thought through
Just played this gem - especially begining of 3rd map is awesome. Well designed with suprising twists. A vast amount of time must have been dedicated for this - kudos man. In my personal ranking is among top three coop maps. 5/5 from me. Many, many thanks !
May I ask when do you plan to release your second project (if it's meant to be another custom map)?
since me and my mate were really comfortable with your map.
greetings and keep up the good work!
Hi, Gig and I have speedran your Cyan Industries first two maps. Here I've got a video from YouTube I uploaded. The map pack is very nice. And does take some skill to speedrun. Anyway here it is:
nYiOYoxG_UM
Thank you all for the positive feedback!, and sorry for the late response.
First: atm i'm not working on a new project (portal 2 related), last weeks been very busy due rl school/work related things, but time should be more on the bright side from now. However i did not realy plan a new level only had s light idea for it but doupt this will come into a map. (im open for evrything)
This is mainly due portal is a great game when it comes to puzzles, but not realy with exploring or shooting related, and hereby misses a balance that keeps the game interesting for me, aswel for my friends.
(if you think dif just say so)
Second: - As for the bugs could you please be a bit more precise what the issue is?
- I noticed a strange button bug in that vid, i will look at this soon.
Thank you for your time.
Cementiet.
First of all: GREAT MAPS.. wow, absolutely amazing. Me and my friend enjoyed this for quite a time (although I think a bit too long)
Critic: There are a few moments in map 3 where we just didn't know what to do. For example when you had to block the two lasers, we hadn't found that room yet and stood in front of a door, looking for a solution for like half an hour. My co-op partner almost gave up just about when I found the really really small spot where you had to teleport through to find those lasers.
Other than that, great work, keep it up.
You just got two new eternal fans!
Really, me and my friend both agreed that you are awesome, although it doesn?t have a story, your maps are really ballanced and fun. Yours, until now, are the only maps that had the same ou even better quality than the original coop maps.
There?s only one thing that we didn?t like, the end of the screen. We where expecting something so much cooler than that black screen.
But anyways, your amazing! We hope you continue to develop your maps. Cheers!
Jimmy wrote:
First of all: GREAT MAPS.. wow, absolutely amazing. Me and my friend enjoyed this for quite a time (although I think a bit too long)Critic: There are a few moments in map 3 where we just didn't know what to do. For example when you had to block the two lasers, we hadn't found that room yet and stood in front of a door, looking for a solution for like half an hour. My co-op partner almost gave up just about when I found the really really small spot where you had to teleport through to find those lasers.
Other than that, great work, keep it up.
Actually, the hidden small holes in the map where the ones I loved the most, cuz every map seems equal, just solve the puzzle and you?re done.
Cyan not only works your logical habilities, but also your perception, to note even the smallest details in game, and gotta say, it really needs some memory and patience to remember all the way that you have gone through, cuz it?s a reeeeeally long map!
I just played the updated version of this map. Excellent work here. The first part (the first bsp) looks better and has several improvements to be seen. The next two are just incredible. Hours of fantastic playtime, relying on only observation and clever portal logic. The players feel like geniuses when something comes together. It doesn't rely on timing, and the solutions always feel reachable.
The unique atmosphere shines again in the second and third packs. Custom transition elevators are only the tip of the iceberg. There are even a few new mechanics to enjoy. The files are huge because the maps are huge, detailed, and a delight to explore.
Highly recommended; just get a friend and a few hours.
(I did notice a few bugs where some testing elements would not appear when my friend was too far away. Probably just an engine bug, by the looks of it. There was this crazy-awesome moment where I couldn't see the laser fields, but he could see them through partner view, and he was telling me when to go and stop).
Thanks for looking back on the older version of my map, and glad you liked the changes!
As for the engine error, im afraid this seems to be a bit bigger problem i did encounter this aswel in later testing rounds. and i cannot realy understand what is causing this problem, the only thing i know it has somthing to do with the area portals that build of the level into pieces, however i use this system in every map but i do not encounter it in my other maps. (least not aware of it) so in the long term it makes little sense.
I think it has somthing to do with portal mix of players with area portals of the engine, i do know how to set a area portal up correct since i often used this in varios games (hl2/multy play related) and i dont get any engine errors or render errors when i render the map. (maby its due the big size of the map and that i go over some entitiy adviced limits (that are arround 110%) still i kinda doupt this would be a visual problem.)
Anyways Thanks for the info.
Cementiet.
It's been so long ago I played this map, but for some reason I haven't commented on it ever!
From what I recall it was one of the best coop maps I've played 
I will try it again as soon as I can find a new victim, wanna try it again now it's spotlighted again 
your first maps?
Holy crap sir, these are amazing. Me and my regular portal buddy had amazing fun digging our way through your puzzles, it's of such high quality and originality that it's tough to believe that these are your first maps for the game.
Amazing, hard to overstate my satisfaction 
Me and my friend tried this one yesterday, but it was a little confusing. At a certain point, we were at the door where you had to shoot trough a little hole (I discoverred this when I watched the tutorial here). We didn't found how we had to advance, and even what we had to do with the cube.
Please change the following things:
Make a sign to show where the exit is, because we thought that door next to the maintenance tunnels was the exit, and we had to do something strange with the cubes.
Make it more obvious you have to go through those maintenance tunnels, and make the hole bigger and/or brighter (so you actually can see the portable wall.
Make the sound of Glados louder, please, wee both didn't understand what she was saying, because we put the volume ingame down to hear each other on VoIP. I did get the impression that what Glados was saying is pretty important.
MOAR SIGNZ! So you know what/where/when. When you people a door, with no signs that doesn't open and doesn't have any signs, they think it's a dead end.
Hopefully you adjust these things, because I really like the concept.
*
Hi,
its same with me and my friend.
We press on download but there is happening nothing. its loading but not downloading.
Like i klick a pointless button.
I tried different browsers but its all the same.
Can u help me pls?
And sorry for my bad english^^
LG Kuchen
Cyan industries is a easy/medium/hard 3 level campaign
These maps includes custom textures and voice.
Part 1:
Pictures:
http://cloud.steampowered.com/ugc/54177 ... E7206353E/
http://cloud.steampowered.com/ugc/54177 ... 9F60669CC/
http://screenshot.xfire.com/s/120752847-4.jpg
Part 2: (added at 6-8-2011)
http://screenshot.xfire.com/s/116738477-4.jpg
http://screenshot.xfire.com/s/116738467-4.jpg
http://screenshot.xfire.com/s/116738457-4.jpg
Part 3 (added at 27-12-2011)
http://screenshot.xfire.com/s/120402789-4.jpg
http://screenshot.xfire.com/s/120392344-4.jpg
http://screenshot.xfire.com/s/120426101-4.jpg
Place the bsp in /maps
These are my first maps for portal
Feedback is Welcome
File Name: Cyan_industries.rar
File Size: 86.11?MiB
Click here to download [Coop] Cyan Industries