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ApertureLabs_JV

ApertureLabs_JV - Version 1

Hey portal players!
This is now the last map of the JointVenture series for Portal "1".
I have tried to make the tasks not too difficult, they are a bit
tricky nontheless.
The map was tested quite a lot and I hope that it is clean from
errors. If you still find some errors, tell me and I will try to
eliminate them as fast as possible.

Have fun and I hope you get through the map without noclip.

Don't forget to vote.

PORTAL 2 IS COMING SOON... :-)

Install Instructions:

Title: ApertureLabs_JV
Author: JointVenture
Filename: ApertureLabs_JV.zip

Version: 1.0

Installation:
- Standard
- Extract ApertureLabs_JV.zip to <base dir>Steamsteamapps<username>portalportal
- To play the amp
- run Portal (run Steam and launch Portal)
- go to Bonus Maps
- click on ApertureLabs_JV
- click on ApertureLabs_JV

Special Thanks to the following people for testing, design and help input:
Speed74, Sven, Horst,Light08,Manuel and all the other people he had made Portal

Author:
JointVenture

File Name: ApertureLabs_JV.zip
File Size: 10.03 MiB
Click here to download ApertureLabs_JV

This map was quite good, but it had a few issues.
Just before I start, I am not insulting you or your map, just giving you advice for the future
Firstly, you don't need to start with a relaxation vault style room. Players have seen it millions of times before, and having to wait another minute before starting gameplay is really boring, especially since the player already knows exactly what glados is going to say. Personally, I think that starting in an elevator is much better, as it only takes a few seconds for the player, much less time for the mapper and often looks better than an introduction with a relaxation vault.
Also, the cameras did not fall off when shot at (with the portal gun). Not much of a problem, but noticable.
There were a few missing textures, you probably used somebody else's textures without realising.
There were also a few misaligned textures, but it was barely noticable.
The gameplay was great all the way through, however, in (Chamber 2?), only the companion cube can press down the button. The other box in the room/ the player cannot push it down. This also meant you had to leave the companion cube behind, which is not in the spirit of the companion cube. If you listen to the developers, they initially only used the companion cube so that players would keep it throughout the whole level, instead of just leaving it behind like most of the other cubes.
Thanks for this map, though, it was fun.

I agree with what has been said on the wake-up chamber.
I took the radio from it and before I was able to cross the door leading to the lift, the door closed right in front of me (I think the radio triggered it) :D
Same with the second door - happened when I carried a cube in front of me.
I LOL'd when, at the end,

Spoiler
Sorry, only logged-in users can see spoilers.
:lol:

Test Chamber 74:
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!

All maps for Portal (1/2) worth playing are mirrored here.