NeoDinian wrote:
You do realize that your thumbnail is giving away one of the puzzles, don't you?
I do
I thought that hardly anybody would notice, I'll change the thumbnail 
NeoDinian wrote:
You do realize that your thumbnail is giving away one of the puzzles, don't you?
I do
I thought that hardly anybody would notice, I'll change the thumbnail 
lpfreaky90 wrote:
```
New in version 1.2:
* Fixed an unwanted solution.
(...)```
Don't lie! I can still do it: http://www.youtube.com/watch?v=aS2988Gc56c
Your changelog should rather say 'recolored a wall for decoration only' 
silic wrote:
as you enter the first room (after you spawn the first orange portal). either i am missing something, or with the latest download there is just a massive blue error on the wall infront of me...
That should be fixed with v1.3.1 :O
I forgot to compile a custom model in v1.3 (that causes the blue ERROR! thingy)
Are you sure you have version 1.3.1? If that's the case I'm really stupid today 
edit: Well there is no blue error there anymore.. but whats the custom model suppose to be? because it just looks like a fling platform to me now.
silic wrote:
no i had 1.3, must have downloaded it in the few seconds you had it up for... lol ill redownload and edit this in a min to see if it is correctededit: Well there is no blue error there anymore.. but whats the custom model suppose to be? because it just looks like a fling platform to me now.
It is indeed a panel, but this one has the proper collision model. The looks are exactly the same but you will notice the difference when you try to walk through it, or put a cube on that place 
I have one note about the starting portalgun. The original game will start a map with no portalgun by default (or is it the potatogun?), if it isn't added to sp_transitions_list.nut. I play all custom maps in a mod, to keep the original game directories pristine. But my mod starts all maps with the two-portal gun (no potato) by default. This made playing your map the first time a little confusing, because there were places I could place an orange portal. Make sure you strip the portalgun in the elevator!
I thought I could do better than this in terms of economy of portals, but so far this is the best I can come up with:
Blue portal cube + button in 7 portals
EDIT: I went back and found the easter egg. I want to pile up all the loose stuff in the elevator, but noooo!
KennKong wrote:
Nice little map, even if it's not so challenging. 4/5 from me.
Thanks 
KennKong wrote:
I have one note about the starting portalgun. The original game will start a map with no portalgun by default (or is it the potatogun?), if it isn't added to sp_transitions_list.nut. I play all custom maps in a mod, to keep the original game directories pristine. But my mod starts all maps with the two-portal gun (no potato) by default. This made playing your map the first time a little confusing, because there were places I could place an orange portal. Make sure you strip the portalgun in the elevator!
There should be a big weapon strip in the elevator. Strange that it isn't showing up. I'll look into it. If there's a problem with it I'll fix it in v1.4
KennKong wrote:
I thought I could do better than this in terms of economy of portals, but so far this is the best I can come up with:
Blue portal cube + button in 7 portals
Awesome, that is indeed the fastest intended solution! (though djin managed to break a part of my puzzle, will be fixed in v1.4)
KennKong wrote:
EDIT: I went back and found the easter egg. I want to pile up all the loose stuff in the elevator, but noooo!
The fizzler is placed there to prevent people from taking stuff into the test chambers and thereby breaking the map. 
I give 5/5. ![]()
inax wrote:
i start WITH the portalgun, i dont know why, and then the red portals that i active with buttons get erased when i pass through the gel that erase portals and cubes. so i cant complete the map, whats wrong with me?
Well, first of all I don't know if there's anything wrong with you!
I've heard the two portal problem before, I'll look into it and hopefully fix it in the next version. And what gel are you talking about? fizzlers? Hopefully by fixing the two portalgun problem I also fix this issue.
v1.4 fixes the problems caused by dual portal devices!
* Fixed an alternative solution
* Fixed some strange behaviour on the new doors.
* Stopped some buttons from floating.
* Fixed some clipping textures in the easter-egg room.
* Fixed some clipping models in the easter-egg room.
* Propperly attached the wires in the easter-egg room.
* Changed some paintings on the wall for some other art.
* Added a tiny bit of fog to the level.
* Made the chairs in the easter-egg room a bit more consistent.
* moved the stairs in the big room a bit so they are more convenient.
* Added a clock to the easter-egg room.
* Changed the texture on the stairs in the big room so they're more hidden.
* Fixed the problem that caused people to spawn with a dual portal device and subsequent errors.
inax wrote:
im still appearing with the dual portalgun, this sucks!
That sucks indeed
I thoroughly tested it before releasing the map and it was working properly for me.
What I did was add a trigger_strip_weapon to the elevator, It stretches from top to bottom so usually this should remove your portalgun. At least that's what he does for me and the others that played my map.
I have no idea why it isn't working for you. Have you tried to validate your gamecache? Because after over 400 downloads you're the first one bringing this up. If you validated your gamecache and the problem still exists: please contact me again and I'll look into it further.
I think there are probably several solutions.. for example
I portaled the cube back into the room with 2 switches, then turned the grid off and jumped through there with the funnel accross to the jump-room.
Also I got stuck in the large room by hitting the portal switch too early - but no biggie.
sicklebrick wrote:
Really enjoyable map - it was fun using a single portal again.
Yay for one portal!
sicklebrick wrote:
I think there are probably several solutions.. for example
I portaled the cube back into the room with 2 switches, then turned the grid off and jumped through there with the funnel accross to the jump-room.
I don't quite understand what you mean here.
sicklebrick wrote:
Also I got stuck in the large room by hitting the portal switch too early - but no biggie.
No, you won't be stuck there, there's a solution to get yourself out again 
**EDIT:
Did someone find the secret room yet?
**
lpfreaky90 wrote:
**EDIT:
Did someone find the secret room yet?**
Obviously!
http://steamcommunity.com/id/Treviso/sc ... 5571750927
But I'm not the only one in this thread
EDIT: BTW 5/5
http://www.youtube.com/watch?v=agubCC5l ... e=youtu.be
Fix it if you feel like it.
&