[SP] DaMaGepy's P2 map #3 mini

The new concepts I test in this map:
- Custom music/skybox
- Some puzzle without a portal gun
- Indicator fixing concept
- partially open map
- some "where is it, and how I get it" thing...
- controlling a bot with annoying movement sound 
- the map is not optimized (yet), so lags may occur
- Story: a bot accidentally falls into a canal, and must make its way back to the surface... 
Updated:
- fixed missing crosshair, if autosaved during ending fadeout
- music will start if loaded from autosave, and fixed music looping
- fixed some texture
- When cubes brought to the lower bts area or to the portalgun place, they no longer respawn only once.
- You can't use a cube to jump to the exit "hole" anymore 

Enjoy, and report bugs, shortcuts, unintended solutions.
-= Check out my maps: Portal 2 #1 #2 - other maps: homepage =-
Click here to download [SP] DaMaGepy's P2 map #3 mini
Click here to download [SP] DaMaGepy's P2 map #3 mini
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4/5 from me, but could easily be 5/5 with a higher difficulty.
Although I can't recall downloading this...
Very very nice map, I like how you used the elements quite a few times, I love that. Liked the new indicator light element, liked the sound. It misses a few final touches, like a proper ending but all in all I'm giving it a 4.5001 -> so a 5/5 
I'm currently uploading my blind playthrough
EPQeoWY0y1I
If my internet doesn't die it should be live in about an hour 
Keep up the good work, already looking forward to the next release 
lpfreaky90 wrote:
For some reason I already had a sp_damagepy_03.zip =O
ye, maybe that was my timetravel portal concept, thats also in this map (vmf) just not compiled (hide) it.
lpfreaky90 wrote:
I'm currently uploading my blind playthrough
This concept map was not ment to be a normal one that needs playthrough (because its focus is not on the puzzles), its more a showcase for indicator fixing and outdoor style. 
So I waiting opinions about the look, and if I should make one more step to raise the floor making maps even more outdoor. Maybe some flower picking puzzle 
Nice use of sound track, sky view ports - more please...
Everything worked fine for me. Look forward to more chambers....Thanks for creating.
I'm not sure if it's repeatable, but when I took the cube off the button after activating laser receptor #2 and retrieving the--ahem--item, the laser stayed on until I accidentally stepped on the button again later in gameplay.
As for the looks, i'm totally with anything that brings variety. And the way you made it doesn't look weird at all.
sElgKjl-7oc
(Link: http://www.youtube.com/watch?v=sElgKjl-7oc)

But since most of you liked it, I'm not afraid anymore to make maps of this visualy style. NExt time, you can get up to the roof too

Of course I will try to place the "story" into portal 2. In ths case, You were a bot who picked flowers, and accidentally fallen into an abandoned "sewer" thing (with no portalgun ofc) and must make its way up to the surface...
All the other elements of this map were well done, too. Since it is clearly intended to be a demo map, and it completely achieves its objectives, I give it 5/5.
5/5 from me.
I know you said this was just a test map, but just in case you end up using it as the first in a longer series, there's one small clipping bug you might want to fix. Once you have the portal gun, there's a hole in the wall just past the laser button that has a portalable surface in it. As soon as you go in there you can see the clipping error. It's worse if you bring a cube in and jump, which is what I actually did before I even knew the clipping bug was there (I didn't notice the arrow near the light bridge on my way into the room and figured maybe I was supposed to go through this nook to progress). Here's a screenshot
niiru wrote:
there's one small clipping bug you might want to fix.
Ye, others found it too, I accidentally applied nodraw texture there, will update.
And waybe I'll make that moving panel longer at the exit and the hole further to prevent that cube-jumping.
I already started to make my 4th map, that will be based on this concept:
a center hub-like area (semi-outdoor) with 4 testchamber at 4 direction, and the player can solve them in any order. The map will be a harder one, so if someone stuck on a puzzle, they can still have fun with the other 3. Each test will reward an uniquely shaped indicator piece, using them, will unlock an exit to the surface, where a final 5th testarea will be.