[SP] Catch!
A moderately difficult SP map which hopefully will make you think a little. I designed this to fit within Portal 2's "reconstructing" theme, and the puzzle elements also fit that part of the singleplayer timeline within the game.
1.1 features numerous tweaks and fixes, as well as a HARDER version of the map for you to have a go at.
1.2 updates the HARD version to exclude an unintended solution
Any and all feedback is welcome!
External: http://www.jimmyalger.com/PortalMaps/Portal2-Catch.zip:** 0 B
JimmyAlger.com - Catch!
This is my first released Portal 2 map, so any and all feedback is greatly appreciated. Hope you enjoy!
To make it just slightly more interesting, you could remove the button on the floor which rotates the floor panel as it isn't necessary to solve the puzzle.
- misaligned textures. Please fix? :3
- placing and quickly removing the cube from the cube button in the three dots room caused the behaviour of the panels to switch (so pressed was closed, unpressed was open) In order to fix this use two relays: relay_open and relay_close and let them do their stuff after 0.01 second and give relay_open, ontrigger, relay_close, cancelpending, 0.00 and give relay close: ontrigger, relay_open, cancelpending, 0.00. That should fix that.
- you don't need the flipping panel as ruien already told.
It's a good map but it needs work, so a 3/5 should be my verdict, however the issues are not very big and I'm sure you can fix them soon so I won't rate this map YET. If you fixed the issues I'll rate it a 4/5: great!
Keep up the good work 
Reconstructing...It's a nice map, really fun - and that's what's important. I wish to criticize, in a good way (a constructive criticism), that the detailing could use more work. There is a huge difference between portal's style and portal 2's style and you went on a strange mix of the two, think about that.
I'm compiling a list of fixes and adjustments, so other viewpoints are invaluable.
I have to say, I'm not entirely sure how the "3-dot room" puzzle is solvable without the flippable panel. Kudos for finding an alternative solution I hadn't thought of!
Arc8ngel wrote:
Thank you all for the feedback.I'm compiling a list of fixes and adjustments, so other viewpoints are invaluable.
I have to say, I'm not entirely sure how the "3-dot room" puzzle is solvable without the flippable panel. Kudos for finding an alternative solution I hadn't thought of!
1. place a portal in the one dot room on the ceiling near the ball button.
2. place a portal on the floor in the three dot room
3. jump through the portal
4. place a portal on the floor in the one dot room
5. jump in, and get up the area in the three dot room 
Note to self: Last new map since page 10, back to page 9!
One minor nit: I didn't like those portal surfaces that forced the orientation of the portals. That makes sense for an angled fling exit panel, but not for general maneuvering. It looked like there was room for the portals to go either way, but maybe there wasn't. This is more of a personal gripe than anything else -- it didn't interfere with the playability of the map.
4/5 from me.
Here is my blindrun:
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(Link: http://www.youtube.com/watch?v=GLVUf0uShwg)
It does look like the angled panel is resetting when a quicksave is loaded. One more thing to look into, as well as autosave points. I have to say I liked your approach to using that panel despite the reset!
Also, does anyone know a solution to the portal clipping problem that happens with the rotating floor panel? I've checked the info_placement_helper positioning and tried shifting the adjacent glass wall; neither had an effect.
As for the arms resetting, did you check hold animation on them? I had the same issue on my first map, and once I checked yes on that option, it didn't happen again.
Anyway, a good map. It was short and sweet puzzle wise, though the ceiling aesthetics were a bit weird. 4/5 good sir.
Thanks to everyone's continued input, I've made a bunch of tweaks and fixes, as well as a HARD version of the map.
Videos should be posted within the coming week or two. In the meantime, I created a Facebook page for everyone to follow.
The fix to the portal clipping issue was the removal of the info_placement_helper, though I'm still unsure of the underlying cause...in case anyone wanted to know.
Btw, since updating my NVIDIA graphics card drivers yesterday, I seem to have lost the crosshairs in all P0rtal 2 maps. Can any of you tell me how to fix that? It's quite annoying.
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I realized a bit too late that what I was going for with the hard version failed because of something I completely overlooked (/facepalm), so I will be making another round of tweaks before walking away from this one.
A speedrun of v1.1. Tricky map, was fun to play.