[SP] 1971

by The_Rabbit42 · Uploaded Dec 30, 2011

Screenshot 1

File Size: 6.53 MB

Downloads: 2226

Rating: (26 votes)

Description

An old-Aperture test sphere featuring repulsion and propulsion gels. This is my first Portal 2 map, so I'd appreciate all thoughts and comments.

Comments

Sign in to comment.

The_Rabbit42 • Dec 30, 2011 • #51183
26 posts

An old-Aperture test sphere featuring repulsion and propulsion gels. This is my first Portal 2 map, so I'd appreciate all thoughts and comments.

File Name: sp_rabbit_1971.zip
File Size: 6.53 MiB
Click here to download 1971

benvent • Dec 30, 2011 • #51184
154 posts

Nice map.The only thing I was not sure about was how I got accross the gap with the debris to get to the last button. I could not figure out a way without crouch walking on the speed gel to get full speed and make the gap. I am sure this is not the intended way. Anyway nice job

Edit:DOH

The_Rabbit42 • Dec 30, 2011 • #51185
26 posts

benvent wrote:
Nice map.The only thing I was not sure about was how I got accross the gap with the debris to get to the last button. I could not figure out a way without crouch walking on the speed gel to get full speed and make the gap. I am sure this is not the intended way. Anyway nice job

You are right, that is not the intended way. If you are really curious, the intended solution to that room is to place blue gel directly in front of the angled wall. With one portal on that wall, you can use an orange runway in another area to bring yourself up to speed. Shooting out of the portal, you will hit the blue paint and bounce over the debris and the gap. If enough people have trouble with that area, I may give the floor a minor redesign.

Glad you enjoyed it!

lifeson99 • Dec 30, 2011 • #51186
102 posts

Great map - a definite 5+
I also had trouble on that gap but it becomes apparent what needs to be done after a few failed attempts at directly walking and jumping. Great sound effect when you land hard on a catwalk.

Seriously, this is one of the best new maps I've seen - I wish more people made maps using the 70's broken-down Industrial factories and steel catwalks look. Kind of gives you a creepy yet fascinating atmosphere. I loved the final fling and foot-ball field length bounce - LOL !!! That was epic. Excellent work.

The_Rabbit42 • Dec 30, 2011 • #51187
26 posts

lifeson99 wrote:
Seriously, this is one of the best new maps I've seen - I wish more people made maps using the 70's broken-down Industrial factories and steel catwalks look. Kind of gives you a creepy yet fascinating atmosphere. I loved the final fling and foot-ball field length bounce - LOL !!! That was epic. Excellent work.

Thanks! That's great to hear!

mrbob806 • Dec 30, 2011 • #51188
29 posts

Wonderful map! I too love the underground Cave Johnson style and the unstable sounding catwalks =D Like the other people who've commented, I had a bit of trouble wth the area with the debris, but now I see thevery easy solutioin that you explained. My solution was to get orange gel splatted everywhere I could and use the tilted surface in the corner to get a small splat of blue just before the debris, using a quick placement to shoot the blue gel then another quick shot to cut it off before it splatted everywhere. I bounced backwards of the now blue debris on my first try, but on my second try I managed to avoid hitting it and barely made it up to the ledge with the button. Now that I see your explaination,it is quite a simple solution that I didn't think of, and would have found if what I did hadn't worked. Here's a question: what does the button on that next ledge do? All I could tell it did was make that shaking noise as if the testing sphere were to fall apart. One more thing. when i first arrived in the map, I saw the flickering light in the closer overhead area and immediately thought that's where I was supposed to go first. After experimenting and seeing what I could actally do with the given portal surfaces, I realized it was a different area that I arrive at first. I suggest using flickerng lights to draw the player's attention to the area they should be trying to get to next.
Again, wonderful map. very easy but not obvious solutions. 5/5

The_Rabbit42 • Dec 30, 2011 • #51189
26 posts

mrbob806 wrote:
I had a bit of trouble wth the area with the debris, but now I see thevery easy solutioin that you explained.

Three in a row makes it clear to me that this area needs some improvements. =/

mrbob806 wrote:
Here's a question: what does the button on that next ledge do? All I could tell it did was make that shaking noise as if the testing sphere were to fall apart.

It reveals a portal-able panel that's required for the next step in the chamber. If you're facing the switch, it SHOULD be on the left side of your screen... though it now occurs to me that it might not be in frame on smaller monitors. Hmm.

mrbob806 wrote:
One more thing. when i first arrived in the map, I saw the flickering light in the closer overhead area and immediately thought that's where I was supposed to go first. After experimenting and seeing what I could actally do with the given portal surfaces, I realized it was a different area that I arrive at first. I suggest using flickerng lights to draw the player's attention to the area they should be trying to get to next.

I definitely want the flickering lights to attract people's attention to that area. My hope was that people would either (a) focus on the yellow tower first, and then the flicking light once above, or (b) focus on the raised room, THEN how to get up there. Perhaps the flicking shouldn't begin until after you land on the first catwalk?

OnePortalizedGal • Dec 30, 2011 • #51190
156 posts

I don't understand why you are saying this map is new. I have played it before.
I also had trouble crossing the debris - the map runs smooth to that point. Perhaps something can be changed. Other than that nice map - good looking, puzzles easy but fun to play - even the second time around. Thanks.

The_Rabbit42 • Dec 30, 2011 • #51191
26 posts

OnePortalizedGal wrote:
I don't understand why you are saying this map is new. I have played it before.
I also had trouble crossing the debris - the map runs smooth to that point. Perhaps something can be changed. When I launched to the exit elevator and got in, it did not
move - something wrong there? Other than that nice map - good looking, puzzles easy but fun to play. Thanks.

I never said it was new. I 'finished' it back in September, but it was only available in the Work in Progress section. It was suggested that it be moved to the full release section where more people might see/play it. I've never experienced the end elevator not working; I'll have to look into that.

OnePortalizedGal • Dec 30, 2011 • #51192
156 posts

Thats my fault - elevator works fine - so I took it out of my comments! Sorry about that.
Yes I guess I misunderstood - you did not say it was new - everyone else did. I stand corrected.

The_Rabbit42 • Dec 30, 2011 • #51193
26 posts

OnePortalizedGal wrote:
Thats my fault - elevator works fine - so I took it out of my comments! Sorry about that.
Yes I guess I misunderstood - you did not say it was new - everyone else did. I stand corrected.

No worries! I'm curious about the elevator, though. Did it work for you the second time but not the first?

Stormburn • Dec 30, 2011 • #51194
17 posts

Great map, however,I never considered using the portalable platform, under the last button, for the final fling since I couldn't fire a portal onto it from anywhere but near the final button. I figured it out eventually, but that was only when I was testing out the proper way to reach the button. Also, If you try to bounce yourself over to the third button from a slight angle (right to left), you can bypass the intended solution entirely.

Other than that, great map! The only thing, I think, that needs improvement is letting the player fire a portal onto the platform for the fling from any location on the map, not just from that one button.

PCdoc • Dec 30, 2011 • #51195
245 posts

This was really fun and puzzling enough to keep it interesting, with a nice layout and environment.

In the main area, that angled surface facing down directly at an opposing angled surface facing up really made me wonder "what in the world ?". I shot blue gel on the bottom one, figuring it would just bounce me back up and back through the open portal in the top one - but it bounced me right up to the catwalk. I guess was the effect of gravity. That was a unique idea yet so simple.

I did find myself missing the final jump a few times until I moved to the left while sailing and that made me land on the exit grate with that reassuring "CLANG" sound that you added - hehe - cool map.

Djinndrache • Dec 31, 2011 • #51196
1,442 posts

I enjoy flinging myself by the use of the different gels Nice map

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

Szieve • Dec 31, 2011 • #51197
158 posts

Nice mapping. It's nice to see the old style. so many maps are clean. As far as the debris in the room, I'd leave it.. yes I did come here looking for advice, but I really hadn't tried everything.. Only real glitch I found was the first time I tried the final fling I missed and just landed on the pad.. I then dropped thru my portal and landed on the arced section of the support tower.. tried walking down and got stuck in the structure.. <shrug> other than that great mapping.. 5/5

Lpfreaky90 • Dec 31, 2011 • #51198
2,842 posts

Nice map, not too hard, fun to play great style. I liked how you used the flashing light as an indicator 5/5 excellent~!

mrbob806 • Dec 31, 2011 • #51199
29 posts

One problem I forgot to mention in my earlier post was that when I got to the area of debris, I didn't see that the debris might start falling, and I went to peek over the edge to see what was there. The falling debris killed me when it fell. With well placed autosaves, I was right back to that area in less than 15 seconds, so the autosaves are definitely well done. And on the topic of the flickering light again, perhaps you could make it start flickering once the player lands in the yellow tower? It definitely is a good way to lead the player though. Nice thinking! I'll be eager to see another of your maps.

The_Rabbit42 • Dec 31, 2011 • #51200
26 posts

Stormburn wrote:
I never considered using the portalable platform, under the last button, for the final fling since I couldn't fire a portal onto it from anywhere but near the final button.. Other than that, great map! The only thing, I think, that needs improvement is letting the player fire a portal onto the platform for the fling from any location on the map, not just from that one button.

The panel on the water is hidden until the end because I didn't want people to notice it and be distracted. Perhaps it's too hidden and needs something to draw your attention to it. I'm not sure whether you want to be able to shoot to the panel on the water from anywhere in the map, or the panel you come flying out of. The reason you can't shoot to the latter until the end is because people figured out ways to use it right from the start, bypassing the entire map.

PCdoc wrote:
This was really fun and puzzling enough to keep it interesting, with a nice layout and environment.

Glad you enjoyed it!

Djinndrache wrote:
I enjoy flinging myself by the use of the different gels Nice map

Thanks for the video. It's always great being able to see how other people play it, especially through their eyes.

Szieve wrote:
I missed and just landed on the pad.. I then dropped thru my portal and landed on the arced section of the support tower.. tried walking down and got stuck in the structure..

Oh jeez. There actually IS a way out of that situation. From the metal strut, you should be able to see a portal-able wall on the far side of the map (where you land after the very first fling and bounce).

The_Rabbit42 • Dec 31, 2011 • #51201
26 posts

Bad news, everyone. A few weeks ago, I had to format my dedicated games hard drive. It seems the source version of the map that I managed to save WASN'T the most recent. Not even close. Given how much work it will be to rebuild everything that changed before release, please don't hold your breath waiting for an update. Much of your feedback has been helpful, so I really want to fix this, but it might take a while.

Djinndrache • Dec 31, 2011 • #51202
1,442 posts

The_Rabbit42 wrote:
Bad news, everyone. A few weeks ago, I had to format my dedicated games hard drive. It seems the source version of the map that I managed to save WASN'T the most recent. Not even close. Given how much work it will be to rebuild everything that changed before release, please don't hold your breath waiting for an update. Much of your feedback has been helpful, so I really want to fix this, but it might take a while.

Do you mean your VMF version is even older than the current twp release now? Maybe this helps you then: https://developer.valvesoftware.com/wik ... iling_Maps

quatrus • Dec 31, 2011 • #51203
1,047 posts

Oh yeah, love the old style maps - yours is excellent. Wish there was more. The next to last fling over the debris took a while to figure out - could be frustrating.
Thanks for creating - more please.....

Stormburn • Jan 01, 2012 • #51204
17 posts

The_Rabbit42 wrote:
The panel on the water is hidden until the end because I didn't want people to notice it and be distracted. Perhaps it's too hidden and needs something to draw your attention to it. I'm not sure whether you want to be able to shoot to the panel on the water from anywhere in the map, or the panel you come flying out of. The reason you can't shoot to the latter until the end is because people figured out ways to use it right from the start, bypassing the entire map.

Sorry, I meant that I thought I should be able to portal to the platform in the water from anywhere I can see it. I noticed the platform before I even noticed the button. You can see the platform easily from the catwalk which "saves you" from missing the jump to the button. I couldn't fire a portal onto it, and assumed it was an aesthetic detail, not a testing element.

The_Rabbit42 • Jan 01, 2012 • #51205
26 posts

lpfreaky90 wrote:
Nice map, not too hard, fun to play great style. I liked how you used the flashing light as an indicator 5/5 excellent~!

Thanks! Happy to hear you had fun!

mrbob806 wrote:
One problem I forgot to mention in my earlier post was that when I got to the area of debris, I didn't see that the debris might start falling, and I went to peek over the edge to see what was there. The falling debris killed me when it fell. With well placed autosaves, I was right back to that area in less than 15 seconds, so the autosaves are definitely well done. And on the topic of the flickering light again, perhaps you could make it start flickering once the player lands in the yellow tower? It definitely is a good way to lead the player though. Nice thinking! I'll be eager to see another of your maps.

I actually did not know the falling debris can kill you. That's probably fixable. Glad the autosave helped, though! Yeah, I will probably make the flickering start after landing on the catwalk. My only other adventure in Source mapping thus far has been a Left 4 Dead 2 campaign. If you're a fan of L4D2, you can check it out.

Djinndrache wrote:
Do you mean your VMF version is even older than the current twp release now? Maybe this helps you then: https://developer.valvesoftware.com/wik ... iling_Maps

Yes, that's what I meant. This is cool, though. I'll have to see if decompiling actually gives me something I can work with. Thanks!

quatrus wrote:
Oh yeah, love the old style maps - yours is excellent. Wish there was more. The next to last fling over the debris took a while to figure out - could be frustrating.
Thanks for creating - more please.....

I have a long list of project ideas. Rest assured that more Portal 2 maps are part of that!

Stormburn wrote:
I couldn't fire a portal onto it, and assumed it was an aesthetic detail, not a testing element.

That's very strange. I didn't do anything special with it; you should be able to fire a portal at it from anywhere you can see it, just the same as every other portal-able wall. I'll have to look into that.

s_tones • Jan 02, 2012 • #51206
23 posts

Great job! I too never figured out what the purpose of the button on the ledge behind the fizzler was for. It flips up a panel but I never had occasion to use it.

Amazing for a first effort.

BlumCoLe • Jan 02, 2012 • #51207
211 posts

Hey dude,

I love Portal and want to collect some gameplays (first blind run), speedruns and bug reports.
My records should help you to understand how the player thinks.
Well, I hope I can support you with my uploads to fix any bugs and make new awesome maps.

Here are yours!

gameplay
6KQAAnRd4k4
If you like it and/or it helps: THUMBS UP

speedrun
j-zwsuWsv14
If you like it and/or it helps: THUMBS UP

opinion & comments:

Again at last a nice map!!!

+ I like this style.
+ nice gel puzzles

- watch the speedrun and gameplay ^^

THX for mapping...

Keep it up!

John11 • Jan 03, 2012 • #51208
72 posts

I'm back to doing least portal runs of custom maps and I thought I'd start here.

jNcjol_2Zz0

The_Rabbit42 • Jan 03, 2012 • #51209
26 posts

s_tones wrote:
Great job! I too never figured out what the purpose of the button on the ledge behind the fizzler was for. It flips up a panel but I never had occasion to use it.

That's troubling. Might I ask how you proceeded through the level, then? That button and panel SHOULD be integral to getting through the chamber. If you discovered a way without it, that's clearly something I need to address.

BlumCoLe wrote:
watch the speedrun and gameplay

The gameplay one was definitely helpful. It's clear that there's a lot of ways to break the map, and I definitely need to do a better job of communicating what the player is supposed to be working toward. The speed run was fantastic, though! Thanks for both of those videos.

Knatte_Anka • Jan 03, 2012 • #51210
26 posts

The_Rabbit42 wrote:
Bad news, everyone. A few weeks ago, I had to format my dedicated games hard drive. It seems the source version of the map that I managed to save WASN'T the most recent. Not even close. Given how much work it will be to rebuild everything that changed before release, please don't hold your breath waiting for an update. Much of your feedback has been helpful, so I really want to fix this, but it might take a while.

Did you also delete the autosave folder for hammer that is placed on C:\HammerAutosave ? The full map may be there because i found my files then i formated my game disk and had not done backup of last verison.

The_Rabbit42 • Jan 04, 2012 • #51211
26 posts

Knatte_Anka wrote:
Did you also delete the autosave folder for hammer that is placed on C:\HammerAutosave?

I actually don't have that directory. No worries, though. Decompiling seems to have worked reasonably well.

KennKong • Jan 04, 2012 • #51212
942 posts

One word: flingtastic! As an overall theme, you almost succeeded in making it look like a broken test chamber that you had to find an unintended way to the exit. The contrived setup for the final giant fling kind of spoiled that, but I'll take any excuse for a giant fling that I can get. I also appreciate that you used the blue gel judiciously; I hate Captain Kangaroo maneuvers, and there was none of that here. 4/5 from me.

TheTane • Jan 04, 2012 • #51213
4 posts

This was a fantastic map. Compared to the people on this site, I'm a novice but I'm good when it comes to the maps in the game. It was challenging enough that I had to think about stuff, and easy enough that I could actually solve it (I pretty much am terrible at solving the majority of custom maps). Lots of creative problem solving, and overall great look. Great map. 5/5

The_Rabbit42 • Jan 04, 2012 • #51214
26 posts

KennKong wrote:
One word: flingtastic! As an overall theme, you almost succeeded in making it look like a broken test chamber that you had to find an unintended way to the exit. The contrived setup for the final giant fling kind of spoiled that, but I'll take any excuse for a giant fling that I can get. I also appreciate that you used the blue gel judiciously; I hate Captain Kangaroo maneuvers, and there was none of that here. 4/5 from me.

Glad you liked it! I'm curious what made the end feel contrived for you. Having to hit the button before you could use the final fling?

TheTane wrote:
This was a fantastic map. Compared to the people on this site, I'm a novice but I'm good when it comes to the maps in the game. It was challenging enough that I had to think about stuff, and easy enough that I could actually solve it (I pretty much am terrible at solving the majority of custom maps). Lots of creative problem solving, and overall great look. Great map. 5/5

Glad you enjoyed it!

BlumCoLe • Jan 06, 2012 • #51215
211 posts

...a new day, an new idea, a new speedrun record!

17 seconds!!!

85pLbFv228A

The_Rabbit42 • Jan 07, 2012 • #51216
26 posts

BlumCoLe wrote:
...a new day, an new idea, a new speedrun record!

Wow, that is absolutely hilarious. As much as I love the genius of that solution, I should probably prevent against it. Really well done, though!

John11 • Jan 07, 2012 • #51217
72 posts

BlumCoLe wrote:
...a new day, an new idea, a new speedrun record!

17 seconds!!!

Nice route!
I decided to give you a little friendly competition:
I-u07ujk2q0

BlumCoLe • Jan 08, 2012 • #51218
211 posts

John11 wrote:
Nice route!

thx ...I knew it wasn't perfect!

John11 wrote:
I decided to give you a little friendly competition:

John11 wrote:
I-u07ujk2q0

ownd! ^^

Nice perfection and perfect aiming...

The_Rabbit42 • Jan 19, 2012 • #51219
26 posts

1971 has been updated!

I've fixed problems and exploits that people have found while adding a little more detail to some areas. Most importantly, I've redesigned the second half of the chamber to more clearly indicate the intended goals, draw attention to important elements, and guide the intended solution. I've also added a hidden Easter egg.

Changelog:
Fixed gel dispensing for improved paint coverage
Fixed first area floor to prevent painting to bounce immediately to the exit
Fixed stuttering lights to only turn on after landing on first catwalk
Fixed walkway shaking when merely stepping onto it
Fixed falling panels crushing players to death
Fixed water-level panel having trouble receiving portals
Fixed numerous texture issues
Modified the final area to better convey intended mechanic
Modified final switch placement to clearly show the result
Added 'observation room' redesign to elevated room above first area
Added barriers to prevent players from entering/exiting observation room without portals
Added barriers final area to prevent unintended bouncing up to raised platform
Added simple puzzle in last area to teach existence of water-level portal platform
Added Easter egg!

As always, let me know if you encounter any problems.

Knatte_Anka • Jan 20, 2012 • #51220
26 posts

The_Rabbit42 wrote:
1971 has been updated!

I've fixed problems and exploits that people have found while adding a little more detail to some areas. Most importantly, I've redesigned the second half of the chamber to more clearly indicate the intended goals, draw attention to important elements, and guide the intended solution. I've also added a hidden Easter egg.

Changelog:
Fixed gel dispensing for improved paint coverage
Fixed first area floor to prevent painting to bounce immediately to the exit
Fixed stuttering lights to only turn on after landing on first catwalk
Fixed walkway shaking when merely stepping onto it
Fixed falling panels crushing players to death
Fixed water-level panel having trouble receiving portals
Fixed numerous texture issues
Modified the final area to better convey intended mechanic
Modified final switch placement to clearly show the result
Added 'observation room' redesign to elevated room above first area
Added barriers to prevent players from entering/exiting observation room without portals
Added barriers final area to prevent unintended bouncing up to raised platform
Added simple puzzle in last area to teach existence of water-level portal platform
Added Easter egg!

As always, let me know if you encounter any problems.

if you did not place a portal in the way down then hitting button you cant escape because the water kills you then you go past portal

Knatte_Anka • Jan 20, 2012 • #51221
26 posts

Knatte_Anka wrote:
The_Rabbit42 wrote:

1971 has been updated!

I've fixed problems and exploits that people have found while adding a little more detail to some areas. Most importantly, I've redesigned the second half of the chamber to more clearly indicate the intended goals, draw attention to important elements, and guide the intended solution. I've also added a hidden Easter egg.

Changelog:
Fixed gel dispensing for improved paint coverage
Fixed first area floor to prevent painting to bounce immediately to the exit
Fixed stuttering lights to only turn on after landing on first catwalk
Fixed walkway shaking when merely stepping onto it
Fixed falling panels crushing players to death
Fixed water-level panel having trouble receiving portals
Fixed numerous texture issues
Modified the final area to better convey intended mechanic
Modified final switch placement to clearly show the result
Added 'observation room' redesign to elevated room above first area
Added barriers to prevent players from entering/exiting observation room without portals
Added barriers final area to prevent unintended bouncing up to raised platform
Added simple puzzle in last area to teach existence of water-level portal platform
Added Easter egg!

As always, let me know if you encounter any problems.

if you did not place a portal in the way down then hitting button you cant escape because the water kills you then you go past portal

also thing the info_placement helper for the first run way is to high some times i get stuck in the portal and fall straight down.

The_Rabbit42 • Jan 20, 2012 • #51222
26 posts

Knatte_Anka wrote:
if you did not place a portal in the way down then hitting button you cant escape because the water kills you then you go past portal

I'm not sure what you mean by "then you go past portal." Even if you fall down onto the water-level panel without having placed a portal there, you can still escape. There's another portal-able panel visible from down there.

Knatte_Anka wrote:
also thing the info_placement helper for the first run way is to high some times i get stuck in the portal and fall straight down.

That's very strange. I'll have to look into that. I know that placement helper isn't higher than normal. Does this happen regardless where you exit? Or is it on the first exit from the tall, down-facing tower?

Knatte_Anka • Jan 20, 2012 • #51223
26 posts

The_Rabbit42 wrote:
Knatte_Anka wrote:

if you did not place a portal in the way down then hitting button you cant escape because the water kills you then you go past portal

I'm not sure what you mean by "then you go past portal." Even if you fall down onto the water-level panel without having placed a portal there, you can still escape. There's another portal-able panel visible from down there.

The thing is that if you try it you gona see that then you travel in low speed past portal there you will trigger water sound and trigger_hurt and that kills you, it is not a problem if moving at high speed but at low speed it is. so the problem it not of not having any other placement of portal but that the trigger_hurt kills you.

The_Rabbit42 wrote:
Knatte_Anka wrote:

also thing the info_placement helper for the first run way is to high some times i get stuck in the portal and fall straight down.

That's very strange. I'll have to look into that. I know that placement helper isn't higher than normal. Does this happen regardless where you exit? Or is it on the first exit from the tall, down-facing tower?

strange i loaded the map again to be able to describe it better but this time it works as it shod.
but the problem was then entering the portal in picture of " BlumCoLe " YouTube clip.

niiru • Feb 18, 2012 • #51224
2 posts

Loved this map. My favorite part of the original game were the cave johnson era levels and this map feels like something that would have fit right in with those.

I created an account just to log in and confirm the bug noted above with that water level portal. I should probably preface this by saying I'm not an elite portaler and sometimes end up missing jumps, missing placements, or a combination of the two. In this particular case I managed to find this insta death by missing the portal. I landed on the platform next to my portal and then when I attempted to enter the portal, instant water death. What made it worse is that I sucked enough to actually do this about three times in a row before finally falling gracefully into my portal. Luckily your judicious use of autosave spots made this not that painful of a bug.

adzicents • Mar 01, 2012 • #51225
26 posts

k4EpoIBzPFo

Here's my speedrun of this map. I really like the old-style maps, but you have a few things to fix in this one

opticalprocessor • Oct 28, 2014 • #51226
88 posts

Good. Job. Test. Subject.





(but seriously, I enjoyed this map. I love the underground style and this puzzle really just added to it [the experience]. I also had some issues with the part with the debris but nothing else bug-wise. But, for some reason I had to noclip out the beginning elevator as it stopped for me.)

wildgoosespeeder • Feb 09, 2015 • #51227
178 posts

...and here's the Workshop version:

http://www.steamcommunity.com/sharedfil ... =100726417