Forbidden Tests

by Dhart21 · Uploaded Oct 30, 2011

Screenshot 1

File Size: 7.68 MB

Downloads: 138

Rating: (10 votes)

Description

The tests you will see were forbidden by Aperture's supervisors because the testing elements they included were too lethal. You have two choices of how to come through these tests. You'll need Unused Signage, fixed paint_speed sign and Working Energy Balls + Clean models + Instances for correct display of icons and energy balls. Screenshots: http://imageshack.us/photo/my-images/12 ... 00010.jpg/ http://imageshack.us/photo/my-images/8/ ... 0005c.jpg/ http://imageshack.us/photo/my-images/40 ... 00012.jpg/ http://imageshack.us/photo/my-images/82 ... 00001.jpg/ Version 1.1: Last part done. Version 1.0: Elevators and GLaDOS' quotes added, bugs fixed. Version 0.9: Another way added. Many bugs fixed. Version 0.8: Fixed some bugs; indicator panels and signs added. Version 0.7: Fixed bugs; indicator panels added in the 3rd room.

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Dhart21 • Oct 30, 2011 • #54781
14 posts

The tests you will see were forbidden by Aperture's supervisors because the testing elements they included were too lethal.
You have two choices of how to come through these tests.

You'll need Unused Signage, fixed paint_speed sign and Working Energy Balls + Clean models + Instances for correct display of icons and energy balls.

Screenshots:
http://imageshack.us/photo/my-images/12 ... 00010.jpg/
http://imageshack.us/photo/my-images/8/ ... 0005c.jpg/
http://imageshack.us/photo/my-images/40 ... 00012.jpg/
http://imageshack.us/photo/my-images/82 ... 00001.jpg/

Version 1.1: Last part done.
Version 1.0: Elevators and GLaDOS' quotes added, bugs fixed.
Version 0.9: Another way added. Many bugs fixed.
Version 0.8: Fixed some bugs; indicator panels and signs added.
Version 0.7: Fixed bugs; indicator panels added in the 3rd room.

File Name: sp_forbidden_tests_1.1.rar
File Size: 7.68 MiB
Click here to download Forbidden Tests

262LetsPlay • Oct 30, 2011 • #54782
51 posts

Cool Map. But I found a bug. in the final chamber, there is in the left room a portal surface near the fizzler. Wehen you take objects through there, they will be destroyed. Maybye the trigger_portal_cleanser is too wide.

quatrus • Oct 30, 2011 • #54783
1,047 posts

Nice.... A bit of difficulty getting the signage and ball stuff placed properly, but OK.
In the ball room, if you go through the left (second) fizzler too soon, the ball hits the edge, if you wait, until at the fizzler it flies OK. Doesn't really interfere with execution, just makes it tighter on time.
Second chamber was really good....enjoyed it.
Thanks for creating.

gompasta • Oct 30, 2011 • #54784
109 posts


Was it intended that you were able to "Cheat" and bring the companion cube along with you? If so, it made the puzzles a LOT easier. I felt sad when i got to the end, only to make the choice between killing it, or letting it live a sad lonely life, left behind in the elevator door...

John11 • Oct 30, 2011 • #54785
72 posts

Really nice map! The puzzles were fun and I liked thatthere were two different paths you could take.

Dhart21 • Oct 31, 2011 • #54786
14 posts

Mentioned bug has been fixed.

gompasta, that's a cheat. Haven't thought about that, actually. I suppose I'll make some kind of a fizzler in the path to the second test.
The only thing a companion cube is given for is to open the third door.

Actually, I'm planning to add some things in order to make the map more challenging. Or maybe a 5th room, if I won't be too lazy.

P.S. Thank you for your comments. Please post any bugs you will find.

John11 • Oct 31, 2011 • #54787
72 posts

I did a least portal run for the fun of it:
tPXsFYwO-do

gompasta • Oct 31, 2011 • #54788
109 posts

Forgot to mention an exploit, and i do not know if it is fixed yet.
You can place a portal on the back wall in the first room, before the fizzlers open up. Make sure the fizzler trigger is the same as the door trigger, or leave them on at the start

Dhart21 • Oct 31, 2011 • #54789
14 posts

John11, that was very integesting to see. The puzzle in the tube was originally intended to be solved in a bit different way. Anyway, I couldn't imagine that this is how it looks without having the missing textures.

gompasta, and that isn't an exploit. I left it for those who would see it, because this 1st puzzle can be qute boring. i don't know whether I shold fix it or not. I can, of course, in the future version. It's up to you to decide.

John11 • Oct 31, 2011 • #54790
72 posts

Dhart21 wrote:
John11, that was very integesting to see. The puzzle in the tube was originally intended to be solved in a bit different way.

I probably did it the intended way when it completed it the first time. I was just trying to use a few portals as possible in the video.

Korl • Nov 04, 2011 • #54791
41 posts

  1. in the very first room, it is impossible to fire a portal to the tunnel portable surface although no fizzler can be seen.

    2. in the second puzzle with laser. I have no idea what I did to open the gate. The button starts ticking but it does not open the gate, but the gate opened later, dunno why. It appears it has someting to do with the sucking tube as the dots point there.

    3. nice jump plate. But is it possible to get there or is it just to dwell on?

Dhart21 • Nov 05, 2011 • #54792
14 posts

  1. Please explain. Don't unerstand what first room do you mean. A tunnel portable surface?
    2. Yes, the puzzle is quite complicated. To open the door, you need a cube being sucked in the tube AT THE TIME of the button ticking, and it's ticking for 10 seconds.
    3. There are 2 routes you can take, but you'll end up in one, last room. That's why there are 2 different paths, which must be locked from each other.

    Edit: With this new version, these 2 routes no longer meet up. There is a new room after the room with the vent and lasers. Please comment on it, as this is some kind of experiment and, in my opinion, needs to be completed.

Djinndrache • Nov 28, 2011 • #54793
1,442 posts

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:

Qmfp05WyNzI
(Link: http://www.youtube.com/watch?v=Qmfp05WyNzI)

Also note the video description for more feedback and my signature for additional project information.

KennKong • Mar 23, 2012 • #54794
942 posts

I'm happy to see the return of the atomic energy pellet. That was one Portal mechanic that should have been kept in Portal 2. Just think of the possibilities for that in coop!

Is it intended to be able to use the faithplate in the final room? Wait a minute! I just got it. Use the buttons to build a staircase. I raised them all to the top. Now I understand why the pillar button is there. I was able to use the funnel to get to the exit fairly easily, so that's nice to have an alternative.

There must be files missing from the .bsp, because there are flashing blue errors where the pellet catchers should be. Also, no cubemaps. I'm not going to ding you for these easily fixable mistakes, because they don't break an otherwise nice map. 4/5, but you really should have fixed those after all those updates.

Dhart21 • Mar 25, 2012 • #54795
14 posts

Yeah, there are some errors with launchers/catchers, especially catchers. I think about correcting that when I have some spare time.
There are cubemaps, by the way.

soundsofentropy • Mar 31, 2012 • #54796
14 posts

I did a blind run of this map, but I don't think my solution was intended. Also, I feel like a missed out on half the map, but I guess that just adds replay value! Oh, and sorry for those missing textures.

X3Kdf9EdpDE

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