[SP] Sendificate
This is the start of a series revolving around a new testing element called the "sendificator". The difficulty is medium/hard; no ninja-skills required.
Thanks to Mevious and Josepezdj for beta testing, and to Sicklebrick for helping with ideas for detecting active portals in scripts.
And of course to everyone on TWP who posted nice reviews and constructive feedback!
Licensed under Creative Commons Attribution 3.0 Unported

You can download the source files for this map from my website.
Update v7:
* Improved model for the sendificator (design is the same; just added some detail and improved texture space usage)
* Solved bug where playing this map after the next Sendificate map, caused some models to appear white.
Update v6:
* More small fixes.
Update v5:
* Replaced Bendy for Chell. (I like Bendy, but he looks awkwardly out of place in this overgrown environment.)
* Fixed a bug where a teleport trace that ends right after going through a portal, can cause the cube to disappear, or appear in the wrong place;
* some small fixes.
Update v4:
* Added a small hint to the end of the second room;
* introduced special sendificator antlines for connecting the machine to a beam;
* still more updates to the laser effect!
- For map designers: added co-op support! (Thanks to Groxkiller585 for helping me with this!)
Update v3:
* proper sound effects;
* lasers flash on machine activation, to make it more clear that they are part of the mechanism;
* lots of other special effects;
* hopefully fixed the bug where the movable ramp could be made to stay up without a cube on the button;
* more small cosmetic fixes.
Update v2:
* removed dependency on sp_transition_list.nut (having a non-standard version of this file caused players to spawn without a portal gun);
* fixed cube dropping through floor in room 0;
* various small cosmetic fixes.
I love the way the element is used and I love the overall look and feel that this map gives the player. A very unique, and fun map. I cannot wait to see more from you! 
Wow. Nice destroyed theme puzzle. Have not seen alot of this style lately. Very well done. I liked the new "sendificator" The only thing I didn't like was the breaking glass sound it makes. I lost one of the cubes in the first room. Non solid floor but only when a portal is placed on the wall near it. Here is a short dem file to show you.
lostcube.zipi enjoyed these maps ALOT... only niche i have with it is just with that middle level being tilted it completely made me feel ill, but thats just a small niche at what a beautiful map / concept you have created!

Took me about 15 mins to complete all tests, can't wait for more of this
Overgrown is one of my favourite styles (along with Cave Johnson era), so expect more of that. There will be no more entire rooms tilted though, that was a one-off 
benvent wrote:
I liked the new "sendificator" The only thing I didn't like was the breaking glass sound it makes.
Yes, the visual and sound effects leave a lot to be desired at the moment. That's going to change. (The breaking glass sound comes from tiny breakable objects that I used as sensors to determine the direction of the laser.)
By the way, I couldn't get your demo file to play, but I think I know what the problem might be. It shouldn't be hard to reproduce now that I know that it exists.

I facepalmed in room 2 and the 3 at the end and was really worried about my state of mind.
Awesome new element, great puzzles and really good looking rooms.
Amazing job!
More of these maps and this new element, please.
6/5!
I was a little disappointed when I couldn't do this to teleport both cubes at once, but then again I suppose that would be breaking the map.
Thoughts on how the map was made
The level of detailing was superb. I noticed a few things in the corridor between the first and second puzzles. The vacuum tube you can see there just 'stops' - maybe stick another tube model on top. Also, the lighting on the floor there seemed a little blocky - change the lightmap scale there perhaps? Finally, the small pool of water at the start was a little buggy for me - the reflections 'jittered' as I moved about. Nonetheless, it was a nice touch.
As other replies have mentioned, the breaking glass and fade-to-white effect did seem out of place but it did its job. Maybe you could use the charge-up sound from chamber 2 in the original Portal? A particle effect might be nice to have as well. On another note, I quite liked how chamber 2 was inclined at an angle, although I can appreciate that it wouldn't be everyone's cup of tea.
I'm looking forward to seeing more sendification! (maybe even in coop?)
, considering how awesome was your stuff in the original Portal. Great idea, kinda easy puzzles once you understand the concept, but still loved the unique idea behind them and the overall detail.
Lol, i did the same with BEARD, tried to stack and teleport both cubes at once. I was really excited with the idea that it might work. For science. But it didn't, i have to live with that.
Thanks for creating, again....
The first room was easy, and the last one took me maybe about 5 minutes before I solved it. The second one stumped for quite a while until i finally figured it out. I like how all the puzzles show the players how to work with the Sendificator and its capabilities. I also love how the look of the rooms are, especially the tilt on room 2. It really adds to the feeling that things are broken.
I'm going to rate this a 5/5 because it's a simply great quality in look and enjoyment factor, and the fact it introduces a fun new testing element that's simple to learn, but can be a bit tricky to master at first.
EDIT: I also have to agree with others about the glass breaking particle effect sound for the Sendificator. It sounds a bit odd with what the device does and all, but there's nothing too wrong with the way it fades out and in to white to me.
HMW wrote:
Yes, the visual and sound effects leave a lot to be desired at the moment.
Out of boredom I recently started replaying Half-Life 2. Do you remember the energy gun that's built to the buggy you use to cross the antlion-infested beaches? Maybe the charge-fire sound of that gun could be fitting for the sending device?
I had the same facepalm-moment like the others in chamber 2, very nice. Chamber three was pretty easy compared to that.
The looks in this pack are just amazing, very good job. I liked the slanted room but I can understand that others get sick from it.
If you want to look really hard for flaws: In chamber 2, on the area with the sendificator, when you go to the wall the laser is hitting, you can see a small white area in the debris. But that's only when you search for it, so I wouldn't pay much attention.
5/5 for me.
Sort of reminded me of the first time I played portal and had to get used to thinking with portals and stuff. It was nice and gently introduced too. Maybe a little confusing at first with the glass sound effect and the laser being pointed through glass... but none too bad.
I had a couple of blonde moments (which I'll put down to a 3 course easter lunch) and an extended one in the third room, but it was nicely balanced
Love the mechanic, love the puzzles, and I had a mini portlegasm at the visuals.
Cheers for this =)
Edit:
On a technical note, I love how elegant the .nut for this is =)
I can open the first door with 1 cube and then I don't know how to open the butten to the second door. maybe I'm to stupid or maybe its because of the 5 beer i had... please help me...



