[RELEASE] pesp - Party Escort Submission Position
This is my first map I have submitted to the community!
This map is a puzzle/showcase map. It has a few puzzles, while showing different parts of aperture science. It is set in an alternative time line, where the player took the party escort submission position.
This is the first map of a series. It depends on the amount of people who like this, I will upload more episodes. This map took about a month to build and get all the bugs out of.
Note: This map will have to be launched from the console (map pesp_v1_1) This will be fixed if I upload more episodes.
Note: This map has a Easter egg that is awesome. If you locate it please do not post it here.
Download:
http://forums.thinking.withportals.com/dload.php?action=file&file_id=293
Episode 1:
DLing right now.
Sven XIII wrote:
I've just finished it. It's very well made, no mapping bugs (as far as I can see), and it felt kinda like a BTS area. Perphaps "Mike" could give a few more tips? Mainly for that room with the unfinished tile; no clue at where to go, had to noclip the first time. I guess the lighting was the clue? Make more please.
That's what my play tester said, however i thought the piston that pushes you into the room was a large enough hint.
Anyway, I will probably be making another episode with more information on whats going on.
as far as bugs, I noticed a BIG error in the chamber with the piston platform in the water: I could put portals on the metal underwater, which would lead to some graphical bugs.
the unfinished room - GRRR
I spent 15-20 minutes trying to figure out where to go, until giving up and finding that hidden exit through noclip.
the good - voice was pretty reasonable, good ideas for rooms, story fit well, and looks like you took your time on it.
This series has potential. Good luck with future maps.
Aof wrote:
Also just played through, also had to noclip at unfinished room. the story is a good idea. sequels would be nice.as far as bugs, I noticed a BIG error in the chamber with the piston platform in the water: I could put portals on the metal underwater, which would lead to some graphical bugs.
the unfinished room - GRRR
I spent 15-20 minutes trying to figure out where to go, until giving up and finding that hidden exit through noclip.the good - voice was pretty reasonable, good ideas for rooms, story fit well, and looks like you took your time on it.
This series has potential. Good luck with future maps.
DOH I didn't think of trying to put portals on a metal texture.. I guess they don't have the attribute associated with metal.
I'll vouch for two things about this map: It's well made, and the puzzles are of a sadistic quality.
sbrown wrote:
That's what my play tester said, however i thought the piston that pushes you into the room was a large enough hint.
I didn't notice any piston in that room 
A few things I noticed:
- The turrets didn't fire at times (I think this was intentional)

- Weird portal placement in the big shaft is possible (a portal bumper would solve this)
- You can put a portal under water as others said. I had the same problem in my map and that is because the metal texture you used is actually a Half-Life 2 texture so it does not have the noportal attribute in its shader. Create a custom vmt file and use that or just place a noportal volume above the walls textured by it.
- At the end of the level there was no transition to credits, I thought I missed something in the map at first.
- I had problems with the unfinished room too. I would suggest you put an "over here" overlay or something there.
- At the beginning, in the hallways, the walls are maybe a bit too shiny.
These are just minor glitches, looking forward to more maps 
Sleepwalker wrote:
Wait a second, I didn't get the portal gun at all in the map, where was it?
How could you get past the broken door without it?
anyway, it was on the shelf next to the door, build a pile from the WCCs and jump up there.
It was way too much 'looking for a way out' rather than 'puzzling your way out'. I had the feeling all I did was run around from A to B to A to C looking for something to continue with.
When you have a portal gun, I would expect portal puzzles which can only be done with the portal gun. I don't want to play hide & seek with the portal gun and moving walls.
Although I didn't like the gamplay, I certainly did like the graphics. The detail and lighting was pretty nice. Sure, I've seen better, but this is not bad at all. I would say keep up your work and think a bit more on the puzzles.
Test Subject wrote:
Are you planning on Releasing a mod?
No, I do not know how to do that. Episode 1 is being worked on expect it soon 
Complaints:
-I have to say that I was stumped in finding the portal gun. The lighting in that room didn't help either.
-The unfinished room was like "WTF?" I figured it out, but I don't think many, if not all, people who play this map will get that. Too much chance and not enough puzzle.
-Mike... He was way too vague. That might just be cause there really isn't anything else to say without giving away the puzzle, but I found myself hating him more with every "Figure out a way to get out of here" comment
-about the portals underwater... yeah...
The good stuff:
-Very scenic (spelling?).
-The puzzles were nice (when they were puzzles)
-The water cavern idea was great! I loved it!
-Though it was short, it was well done. And that's all that matters
Overall:
I'd say that I would play any extention to this idea and would love to see more maps from you (sbrown). And to hear that Ep.1 is coming soon is a nice thing to hear. keep it up!



