[RELEASE]Portal | Underground Story
But you can download it here:" http://myaperturelabs.com/file.php?id=85 "
Portal | Underground Story
created by Marty and Toby.
Description:
This Portal story is based on the MTN Portal Story | Part One!
This mappack includes around 75 levels.
The longest custom map so far.
We have change the name from "MTN Portal story" to "Portal | Underground story".
This story includes part one and part two and also a training room for the second part.
We have also renamed the "part one" and "part two" to "Project One" and "Project twO".
We hope you like these new names.
Features: Project twO
Based on MTN Portal Story | Part One.
More than 45 test chambers.
Level design similar to the original Portal style.
Level difficulty is balanced, like the original.
New gameplay elements, e.g. super jumps and red laser.
Easter eggs and secret chambers.
Several paths and two possible endings.
Awesome storyline.
Epic moments/endings.
DOWNLOAD : http://myaperturelabs.com/file.php?id=85
TRAILER : http://www.youtube.com/watch?v=dnBqLffxC8M
Screenshots.





Don't forget to read the "Read me!"
Have Fun!
//Marty
//Toby
edit: Okay, at first look it looks very good, I play it tomorrow and rate it after that.
Feels like playing an expansion or something - not too different from the original Portal with a couple of new ideas. One of the top quality stuff i have in my custom maps collection. Could say more, but better give it a try yourself. Really worth it. 
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More than 45 test chambers.
Ok, it's long. However, length !=quality, and despite having no-end of puzzles I'm still fairly certain that I could count the number of original puzzles (some were just straight ports?!) on one hand.
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Level design similar to the original Portal style.
Yes, and for the most part your world geometry looks nice. But there are still FAR too many misaligned textures, and it's missing all the small details such as variation on the floor textures.
Also, you have leaks - your lighting looks horrible. And I fail to see why you decided to release this map without any cubemaps.
While I'm here I couldn't just let it pass that near the end one of the entire damn walls was still textured with nodraw - what were you thinking?
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New gameplay elements, e.g. super jumps and red laser.
Now I'm very confused - I played through the entire map, and only experienced the 'red laser' and 'superjump' in the tutorial chamber - am I missing something?
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Several paths and two possible endings.
Well, this sounds like it could be cool, so perhaps I'll replay the end bit to see if I can find the second end.
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Awesome storyline.
Sorry, story?
As well as these points the map suffered from a HUGE GLaDoS overload; you must have used every sound clip at least twice. Yes, they were funny the first time, but we've all heard them now, and unless they're used extremely sparingly, in the right spots, it just sounds awful
Aside from all this, I do think you have the ability to make something really good; some of it looked nice, and with a LOT more attention to the details (play the Portal chambers repeatedly until you see the bits that look wrong in your map), and a little more knowledge of hammer and the Source engine you could put out something great.
Hen7 wrote:
Is there a reason you copied half of my (Flash Mappack) Features list word by word?
YOU GOT PWNT BITCHES!!
One piece of advice I can give you is to re-do project One to have it match the quality of Two. That's because project one gives away a bad first impression I must say (as shown by the bitter Farragar post above)
Btw, as I said project Two blew me away. That's because it had a lot of stuff mappers rarely do on their maps:
- outside environments
- length and quality at the same time
- A new original gameplay mechanics that didnt feel tacked on
- Secret cakes for people who like to look into every nook and cranny!
- BRANCHING PATHS!!!
Especially that last one! I didnt do your training map before playing, so when I found out I went all "fuck yeah branching paths!" in the back of my mind. That was so awesome. Btw, I only found 2 of those paths which led to the 2 different endings. Are there more paths? Judging at the "glass with holes" tutorial in the last room of the training, I guess yes. Can you tell us how many of those paths are there to find?
Anyway, I found a pretty big bug in one of the chambers.
The goo in this room:
doesnt kill you. In conclusion, my congratulations for this genuinely awesome map pack. I hope you'll bring project one to the same level of polish that two has. 
On a different note, I really liked the outside areas - few mappers venture out of aperture science. Even though many of your chambers were pulled straight from others' ideas, it was a nice compilation. I didn't see many easter eggs, but I did see one that I missed, so that was neat - deserves another playthrough. I also liked the addition of the jump pads - they were really neat...
With regards to the alternate paths, I completed two of them, and I assume that there are only two. The one with the neurotoxin was much better than the one where you actually meet Glados
p.s. Glados's voice did seem a bit overused at times, but the addition of unique lines helps this...
The escape ending was kind of bland though. Overall, good map pack, liked the alternate path things, but it strayed a little from Portal in general with all the bts areas. ^^ Loved it though.
you need a "companium cube" to get to the third path
and in some of the ather maps you can find just one new path,
There is near one secret cake on verymap.
And my cubemaps din't work :S sorry about that.
//Marty
The atmosphere was bad too. no music, no soundscapes, only GlaDOS with her over-used talking again. You should've known that people get sick of hearing a thousands of times in every custom map they come across that the damn test chamber is broken and you got a new one infront of you. Which is in your map not even possible, as there was no elevator sending you to a different test chamber (the turret chamber) then actually planned by the enrichment centre.
There were alot of unrealistic things in the map. Some buttons I can activate myself, and others I couldn't, which makes little sense. Some windows I could indeed break with gently lobbing a chair into its direction, others were impossible with all the firepower I had with impulse 101.
Make all windows break by something, not just one.
Some puzzles were too damn simple, making me just noclip to the next room as I didn't want to waste time on something I saw how to do the second that I entered.
The outside part was well thought of, but then you blocked me with invisible walls or I couldn't place portals on plain simple concrete. make the non-portable walls a different texture, so it makes sense.
All in all, I stopped playing the map before I got to the end.
Sorry to say, but I think it sucks.
Maybe this might help in the future:
Quality > Quantity.
No need to spoil it, but guys play and try everything. I finished it yesterday and today i followed an almost entirely different path (found 4 cakes too
). That just impressed me.
@Farragar - Pads and lasers are there for sure, how many times you'll see/use them depends on which path you'll choose...
msleeper wrote:
Why can't you upload here?
I don't know why i can't
I start to upload, and it's loading, and after a time nothing happen and I'm comming to the Forum Index side again.
//Marty
Was fun, not the greatest but was fun.
Hey, I played through it again and found at least 4 different paths! One of the paths is very hidden...
||There is a hidden companion cube that is not destroyed by the emancipation grids, and you have to carry it with you for a while and insert it into a hole. Here is one of the easter eggs:
