[SP] Magrathea
I only have very minor complaints about the visuals. One is displayed in the video josepezdj posted. The light bridge just clips through the wall a tiny bit when you place it high up, in the intended location - almost certainly more painful to fix than it's worth. The second is that the indicator lights seem really bright and washed out, I think I prefer them with a slightly larger range of color showing (I'm not sure if you used different overlays or if they just have bright lights shining on them?). The same could be said about the "box drop" sign, it just seems a tiny bit too bright.
Overall, a little tough for my taste/brain, but really beautiful with a good choice of music. ### 5/5 Gonna go check out your other stuff very soon...
Edit - Also, the screenshots in the OP aren't embedding for me. I copy/pasted the first link and it worked fine. The way I have mine embedded from imageshack is their built in forum code with a [url= yadda yadda tag bracketing the img tags, with slightly different urls.
I never would have figured that out in a million years.
||Even with the walkthrough you have to be very accurate on the last step in hitting the two portals in the exact correect 2 spots so that the light bridge lifts the cube off the button.
And, of course you don't know if you shot them in the right spots until you wait and see if the Exit opens. So that took a few tries.|| Overall a 5+
Ashamed to say I used the walkthrough, only to discover I am a moron. (I was trying to use the ceiling panels to grab the cube, then stand on the cube and jump through the portal to press the button, rather than just pushing it through the portal....idiot)
just a shame there was no easter egg involving the Infinate Improbability Drive or even just a bowl of petunias
Anyway 9/10 for that.
Edit: I just remembered, it was the planet factory. durr...
Anyway, I love this map. It's a textbook execution of a decayed style chamber. (The large lopsided wall pieces especially are a nice touch.) And it has an elaborate easter-egg room to boot 
The puzzle itself also had me stumped for a long time. I kept messing around with the bridge, looking for an alternative way to the exit, before I figured out what turned out to be the intended solution. This kind of puzzle is my favourite; hard to figure out, but easy to perform.
There is one thing that really bugs me though: when leaving the elevator, your head passes through a big, quite solid looking piece of metal. Perhaps you should move that away from the doorway a bit so players are less likely to bump into it?
My only other two suggestions for improvement (both already pointed out by others) would be improved visibility of the portal-enabled ceiling near the exit (just one glass light strip on the wall next to it is probably enough), and to make some walking space around the launcher so you can safely stand there while re-arranging portals before lift-off.
But that's about it from the nitpicking department. This is definitely one of the best maps I've played so far.
Keep up the good work!
Better late than never!
XN1W6MLZ3jA
(Link: http://www.youtube.com/watch?v=XN1W6MLZ3jA)
blitznomen wrote:
The portal surface near the exit is much, much too dark. It's a serious flaw in an otherwise creative and atmospheric level.
This is so true. You're probably onto other maps now and don't want to bother with an old one, but this is a major problem in an otherwise awesome map, and easily fixable. Luckily I was able to find an exploit and keep from smashing my controller in a rage quit fit. I balanced the cube just on the edge of the fizzler/laser switching button right next to the wall and put my portal on the wall there, so the cube just straddled the portals. I pushed the button, hopped through the portal (being careful not to take the cube with me) onto the faith plate. After I passed the fizzler, my portals dissolved pushing the cube just back onto the plate, disabling the fizzler. Then I just had to put portals in place to lift up the cube with the bridge once the timer ran out. All in all a fantastic map, but something has to be done about the lighting on those ceiling tiles.
Also I tried to make the portal surface near the exit a little more noticeable.
PCdoc wrote:
Even with the walkthrough you have to be very accurate on the last step in hitting the two portals in the exact correect 2 spots so that the light bridge lifts the cube off the button.
Actually thanks to the info_placement_helper it is very easy to do 
josepezdj wrote:
Brilliant!It is one of the best detailed and plenty of good taste maps I've played for Portal2 so far. Lighting and shadows are simply impressive! And of course the really creative destruction you've made Panda... I LOVED the wall broken in two in the middle of the toxic slime:
- (btw, you should use some player clips at that crack because I reached that part with the bridge and I could even pass through it "watching" your surrounding external "nodraw" walls)*
But in fact, I loved every bit of destruction in the map; I even tried to reach the upper parts of the broken ceiling (full of player_clips btw) from the bridge and on top of my cube! I liked as well the metal frame structure breaking through the wall at the buttons area...
And finally, the puzzle is just amazing: twisted and clear, and not so easy! Very creative! as the rest of your work! Thanks for mapping!
### 5 out of 5
Couldn't agree more. This is a stunning map. ![]()
