It is a large map of intermediate difficulty.
The mapping took me way too long, especially the debugging, but such is life
at least it is finished now.DOWNLOAD HERE (11.8 MB)
Screenies for your curious eyes:




at least it is finished now.



I've put all the things except scenes in the /portal/maps folder and i've put the scenes in the scenes section but it won't import the map when i go "import bonus maps" and choose 74.bmz.
Anyway, i kept quicksaving and reloading and everytime i got this error message in console.
"Attemped to precache unknown particle system "explosion_turret_break"!"
Kayaia wrote:
When i'm in the room with 4 turrets and the big fizzler in the middle pit thing, what is the button meant to do that opens a box dropper and such? I'm expecitng a box to appear but one never does.
That's strange, I just tried it now and everything seems to be working
The dropper is supposed to drop a cube when the button was pressed.
Kayaia wrote:
Anyway, i kept quicksaving and reloading and everytime i got this error message in console."Attemped to precache unknown particle system "explosion_turret_break"!"
I am receiving this message too, I have no idea why it is there 
So maybe this is it?
but anyway, ill play the map later and then report back
Kiavik wrote:
An awesome map, that uses all the already established portal mechanics to create something really new. Ace puzzle and level design: my congratulations.
The only thing I would change is that some unportable parts have the "2-colors tiled floor" texture: I understand that it looks nicer than plain metal, but in the original game those textures are used on portable surfaces, while that's not always the case here. So I say change them to something unportable, metal maybe.
Thank you for your post, I really appreciate it
I agree about that metal surface which looks almost like the concrete one. Well, if you look closer, you will notice the difference, it is a bit darker and it is shiny. It is a custom texture, and I placed it in the map so that it doesn't look so monotonous - you know, metal == brown. However, you quickly realise that it is unportalable, when you see your cursor hovering above that metal surface is "empty" or how to describe it 
Kiavik wrote:
Then I have another suggestion:
right now the pattern is made of grey-light grey tiles. Why dont you try making it grey-dark grey? It would look unique and nice to see at the same time
Great idea, but I don't think it is worth updating the map now when I uploaded it on the net and on more pages... damn, why didn't it come to my mind before?

8/10
mazk1985 wrote:
I spent 20 minutes trying to solve the room after you get the WCC only to realise that another two cubes had come out.
that is why I created my own scene to inform the player that something is "wrong", but, sadly, the game doesn't support bspzipped scene files atm
jimmyb wrote:
So, I got stuck on the floor of the fizzler room with the fizzler at eye level. I guess you didn't intend for us to build a pile of turrets and jump over?![]()
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no, in no way
I don't know what would you expect there except death 
Quote:
blahblahblah...turret_explosion particle thingy blahblahQuote:
I am receiving this message too, I have no idea why it is there
They turrets ask the game (quite nicely, I might add,) for a particle system that does not exist. There IS an input to the turrets to make them blow up into ugly little gibs, and this error will appear on any level with turrets. Valves fault, don't sweat it.
I found a bug. The cube, camera and The Supercolliding Superbutton go infront of the texture.




Also, upside down camera?
