File Size: 3.18 MB
Downloads: 590
Rating: (13 votes)
Description
Here is my first portal 2 map. It's pretty short but hopefully not too easy. I hope you enjoy and I would appreciate if you would leave some feedback. Bugs, improvements, general tips for future ect. If possible please record a blind run for me. That would help my design better levels in the future. See if you can find the secret area and the companion cube! Thanks alot for playing! -CHANGELOG- V1.0 Portals fizzling when not intended to. V1.1 Fixed. Potato trick didn't work V1.2 Texture fixes Pictures: http://tinypic.com/r/4lo94z/5 http://tinypic.com/r/2yvs5yh/5 http://tinypic.com/r/xq9sfd/5 PS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.
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Great look. Some texture alignment issues, but I love the "Open" look. 
I am having an issue still.
Is it intended to shoot a portal through the grate from the second half back to room 1? If so, I can't seem to get it to work.
Also, Trying to fling from the section between rooms (to go back to room 1) using the lower level panel in room 2, but when I fall to the panel, I seem to go through an invisible fizzler and my portals are lost... Is this supposed to happen? It's probably better to let the player try and fail rather than not allow them to try.
Ok, found the secret room...
Still can't get the laser to that surface and allow me to return to the second part without loosing portals.
PS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.
Create a point_client_command and call it potato
Then create a logic_auto and have it fire onmapspawn; potato; RemovePotatosFromPortalgun with a delay of 0.40 or 0.50 seconds. That should do it 
On the map itself; gonna look into that one later.
Oh how embarrassing. That fizzle bug makes the map unsolvable. Fixing it now. I will upload new version as soon as I can.
I fixed the fizzling bug so now it should work fine. I tried the potato gun trick you said but it didn't work. I already have global_ents instance in the map and I tried both throught thats point_clientcommand and new one like you said but it didn't work. :/
Please redownload it and Im sorry for this hassle. I hope you enjoy!
The map would look ideed nicer if the textures would be fixed. The map has a interesting look.
I've been adjusting the textures but I'd like to ask for more spesific info. Where do the textures misalign? I fixed few spots but I'd like to get them all. I would appriciate feedback telling me how could I improve the map.
Good shit Shakky! Now that it's solveable anyway >.<
It took a good while to figure out the jumping back in the portal, and then there was that little surprise behind the second door
Good puzzle, pretty solid, well thought out, and I kinda liked the broken wall panels that look like Lego bricks.
The only issue I had was holding the cube an pointing it at the laser receptacle while backing myself into the door... got trapped, but that's my own fault :p
Oh, and that decoy setup with the first exit door switch pointing at the exit laser, and the portalable wall pointing at it was diabolical! Can't wait for more 
G1NSeErIwBo
Miss-aligned texture.
Basically this whole wall from the outcropping to the far right corner.
http://steamcommunity.com/id/neodinian/screenshot/541798870717541171
I recorded my half-blind playthrough of v1.2. The game crashed on the first playthrough, but since all I had done up to that point was explore the map, without solving anything, I decided to leave it out. While Steam was validating my local game cache (which seems to fix the crash problem for a while) I remembered a trick from Random's map "Lesson 0". So when I restarted the map, I probably saved at least 15 minutes figuring out how to get the laser into the portal surface in the entrance room. I was quite surprised when I managed to pull it off on just the second attempt.
The last part of the puzzle put a knot in my brain for a while, so I apologize in advance for making you watch me stand around and run back and forth until I figured it out.
The patchwork walls are an interesting stylistic choice. If they had been misleading, I wouldn't have liked them, but they didn't get in the way of finding the puzzle elements for me. I'm not a fan of the black abyss, but once again, it didn't get in the way of finding a solution. Even though the map's looks aren't appealing to me, I think it's well done. The puzzle is tricky enough to be a plus for me, so overall, I give it 4/5.
I didn't find the secret room, so I have another reason to go back and play this some more. I'll bet I don't make the fling on the first few tries next time, though.
Bits v1.2 blind playthrough
svA2LPu8dbk
This is an excellent map for a first map. I don't care about textures and stuff, and, yes, I still don't know what a brush is, but I know a great puzzle when I see it. Deceptively simple-looking, but quite complex. Very nice.
I enjoyed this puzzle - very nice for a first map - the way you wrapped the observation rooms around the cube recepticle area in the last chamber (and of course Wheatly was up there watching) was very well done I thought. I also liked the broken up style - hence the name. GlaDos humor is always appreciated - but the hidden room - found that just by chance. Disheartening when the companion cube got smashed. That extra cube would have made the solution much easier LOL! Thanks for making - well done.
Nice map; like what you've done with getting into the wall portal again very clever.
I also like the design; it's completely new again. I hope that you did make all those small things func_details by the way. That should save quite a bit compile time and it better for performance.
There were two issues I had: It wasn't clear to me the first time that I had to make a second fling because I saw no goo. Just went through the portal and died. Please make the goo more visible? 
Second thing is that in the final part of the final part if you will almost always fail the first time because you're not prepared for what you are supposed to do. This has to force you to do the whole final puzzle over again.
But still a nice, refreshing map, I found the easter egg and you broke my heart,
Great job: 4/5
Hahah, just found the egg. One nearly shat one's self 
Surprised I didn't find it sooner what with hammering away at that grate a hundred times or so! :p
Also noticed that outside the first room, you have a "Semi-hidden" room. My guess is that you have this to help players if they don't make the jump/fling back to room 1 from room 2 it keepos them from dieing? In my opinion (and I've said this before), it's better to have them fail. That room is not needed. Just let the player die. 
Yeah that area seemed empty and I decided to add one more platform to dress it up. Originaly the hole you fly throught was smaller so the platform was more needed but I decided to make it bigger.
Can someone tell me where the secret area with the companion cube is? I've spent hours searching but I can't find it.
TyWind2 wrote:
Can someone tell me where the secret area with the companion cube is? I've spent hours searching but I can't find it.
first room; to the left; there's a small grating below a wall; you can shoot a portal through there to get into the hidden room!
Excellent puzzle. Couldn't tell if the low area was solid or dangerous unless one jumped into it - maybe could have made it a standard look?
Being able to shoot a portal through the grid would have been too easy - nice twist...
Thanks for creating.
I loved the very devious ending.
Took me a long time to get through that part.
5 of 5 ! !
Hi, Shakky.
Thanks for playing my maps.
I played your map and recorded the bindrun here:
https://dl.dropbox.com/u/2560196/portal ... ychobr.zip
This demo file format (DEM). Do not I put on youtube, as were many, many minutes and many, many repetitions and errors. Are 8 attemps.
The puzzle of the doors and the laser is fantastic. The crossing to reach the laser is very good. Just did not like the fact that it is very dangerous and need to walk long distances to obtain the laser beam. A combination that can cause frustration after a few deaths because of impatience to walk long distances several times.
This a map very hard. For skilled players. But very fun.
---
PsychoBR
SP Damn Turrets
Here is my first portal 2 map. It's pretty short but hopefully not too easy. I hope you enjoy and I would appreciate if you would leave some feedback. Bugs, improvements, general tips for future ect. If possible please record a blind run for me. That would help my design better levels in the future.

I also tried modifying the arrival_departure_transition_ents.vmf instance but that didn't work either. I also tried to alter the ending text but I couldn't get the instance to do that. Thanks alot in advance.
See if you can find the secret area and the companion cube!
Thanks alot for playing!
-CHANGELOG-
V1.0 Portals fizzling when not intended to.
V1.1 Fixed. Potato trick didn't work
V1.2 Texture fixes
Pictures:
http://tinypic.com/r/4lo94z/5
http://tinypic.com/r/2yvs5yh/5
http://tinypic.com/r/xq9sfd/5
PS. I couldn't get the potato from the gun removed and I would like some help. I tried modifying the sp_transition_list.nut file but it didn't work for me not to mention I don't know how to include it in the .bsp file. Packrat didn't work
File Name: sp_bits_v1-2.rar
File Size: 3.18 MiB
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