Things left to do:
-Add Areaportals
-Add Portal bumbers DONE
-Fix Voice overlapping
-Fix voice bug with room 2 escape route.
After this it has reached it's final stage.
Things left to do:
-Add Areaportals
-Add Portal bumbers DONE
-Fix Voice overlapping
-Fix voice bug with room 2 escape route.
After this it has reached it's final stage.
I had issues with the first puzzle's piston+wall, where the wall was so picky about accepting my portal, by the time I got one to stick it was retracting already.
Also, I can't quite figure out what's going on with the "emancipation grid" on the last puzzle. Even when it seems like it's turned off, it fizzles the box.
2) Yeah, the piston is a little dodgy. I might a way to make it immediately portable.
3) It will all be explained by Glados in the next finished version.
Shmitz wrote:
Also, I can't quite figure out what's going on with the "emancipation grid" on the last puzzle. Even when it seems like it's turned off, it fizzles the box.
It always fizzles the box. But when "it seems like it's turned off," it doesn't cancel your portals.
New update!
[FIX]Voices no longer overlap.
[FIX]You can now place portals anywhere on any portable surface.
[FIX]Room 2 Escape Route
[WORKAROUND]Room 2 escape route now functions properly, even though there are bugs in the triggering.
[WORKAROUND]Triggers to prevent exploitation of the bugs in the Room 2 escape route triggering.
Getting ready for a new release now. The map is entering it's finished state. Just for shits and giggles, I will post a picture of my cluttered .vmt. Will post beta 2 shortly. It will include the GLaDOS voice clips made by Hamster Alliance. Let me give you a public salute, ol boy. Top notch voice clips indeed. It's funny, that even though map 1 is almost finished, I have only a vague picture in my head of the rest of the maps to follow.
I do have the critical moments planned out though. I can't wait to release the finished "Post-Portal" and get started on my next, no longer secret, project.
Here's the .vmt picture I promised you. The 3d view shows level 1, the way it looks in the editor. The 2d views show the whole map. No drawn models in the 2d views, of course.
Please take the challenges and post your scores so I can adjust the values properly.
Keep in mind: In room 3, the portable surface on the ceiling is a little hard to spot, but it's there. Something funky happened to the .vmt, but I'm fixing it for the next release. I will also fix the axis problem with the small hatch in Room 2.
Changelog:
[CHANGE]Status strips are now overlays instead of func_illusionaries.
[CHANGE]Ugly blue field in Room 3 is now a particle field.
[ADD]GLaDOS voice files.
[FIX]Voices no longer overlap.
[FIX]You can now place portals anywhere on any portable surface.
[ADD]Room 2 Escape Route.
[WORKAROUND]Room 2 escape route now functions properly, even though there are bugs in the triggering.
[WORKAROUND]Triggers to prevent exploitation of the bugs in the Room 2 escape route triggering.
Checklist for next release:
-Fix axis on Room 2 hatch.
-Make Room 3 "part 2" brighter.
-Fix sound bug at the start of the level.
-Fix challenge records not being recorded.
I'll do the challenges in a minute and let you know how I do on them. I know you're aware those triggers are screwed up, I was just letting you know what I found was wrong in case you were unaware of any of them. Once that rooms fixed up, and the voice glitch at the beginning I'd say this will be complete.
Excellent work
I would suggest that when you're trapped in the ball catcher puzzle, it doesn't play the message as soon as you fire the second portal while standing in the room. Give it a few seconds of delay, so that we have a chance to complete the puzzle without the sound of failure chirping in.
If you can link the failure message to the sucsess message, so as soon as the ball hits the catcher, the failure message won't play, or stops playing if it's already started, that would be better.

edit
Yup. I was right, did it again, 120 steps this time... still think I might be able to shave off a couple steps but I'm not going to bother.
There is a voice overlap in the first few seconds (not sure if it is intentional but as you mentioned no voice overlap...)
There IS voice overlap. when I got into the second room on the final portal placement to direct the orb to the catcher the "your stuck" voice played, as it should then half a second later the orb hits the catcher and the "congrats" voice starts playing.
The ball catcher should be recessed into the wall by about 32-64 units (can't remember exactly how much) but you have it sticking out of the wall.
The lift from the second room clips through the sign on the wall.
You need aticking sound so you know how long the fizzler deactivates for.
You should also make the fizzler's deactivation more visually obvious, perhaps having two of the fizzler effects that both get turned on and off instead of just one.
The last puzzle is feindishly hard now, even for someone who had done the first version XD I like it.
You also have some lightmap discrepencies on the floor platforms that rise up to make steps (both of them) I suggest making them level with the floor when you compile the map rather than above it (move them down and change the 'spawn position' if they are raised in hammer) and reducing the lightmap scale on them to something like 32, this will just make any differences much less noticable.
Other than those Its great.
I don't even think I will attempt the challenges as I'm total crap at them.
Damnit!
Also, the voice overlap at the beginning, I don't understand it. I've tried everything to fix it, with no success.
I'm aware of the lift clipping. I'll see into it for the next release. Maybe move the sign?
Ticking sound is already planned for that button. Maybe you're right about the particle disappearance being too subtle. I'll see into it.
I just might lower those stairs. At least the ones in the small room, as they are the only ones who rest at floor level.
Also, I'm proud of my fiendishly hard puzzle. 
I'm assuming you want both to play at the start of the map, so this would be ideal.