[SP] Fighting Entropy
After a long time of decay, GlaDOS is now awake and has begun to restore every part of Aperture to its former glory. Testing is still important though, and you need to do your part - for science.
'Fighting Entropy' is a single player map in the reconstructing theme.
Feedback is appreciated!
Thanks to:
RogerL and Sprowl for playtesting
Credits:
Brainstone - TWP poster
greyKarel - TWP monitors
Omnicoder - chamber sign maker
Changelog:
v1.0
-release
v1.1
-fixed possible exploits
-added frames to cube buttons
-other minor fixes
Here is my speedrun. I broke it completely. Sorry xD
I recorded a blind run, not a solution video, so it's around 20 min. I'm having problems with Youtube today and failed to upload 2 times... I'll try again later!
OK, this was a very nice map! Was really funny and fairly long overall, congratulations! ![]()
I liked much the puzzles even though they were not too difficult for my kind
For the first chamber solution, as you'll see in the video, I missed the white portalable wall at the uppermost area so I tried to figure out a really twisted way to get the cube there first and me later (to no avail though)
However, I rated it 4/5 because some easy-to-fix stuff (I feel kind of outdated after watching how cobra destroyed it, but still...):
suggestions for a fix
||1. There is a problem (that you'll check in the video) with a savepoint near the floor button with the "square" signage in last chamber, I had to nocllip as when it fired the saving i was falling in the goo
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In last chanmber there are many possible exploits... more of them after watching Cobra's vide. One of them you'll see in the video: there is no need for the rotating panel (square signage) as you can do the multiple flinging maneuver and shoot a portal on last elevated platform... easily fixable by extending annother glass window there!

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The general feeling with the puzzles were that you had to search a lot to understand what was each thing for... or where to head to first... I guess some more indicating signage would be great. Also you could create a custom signage for the turning catapults... For example in chamber 1 I went right to the upper floor to get a cube as the signage suggested, but I couldn't since I needed the other one in first floor reach the second cube...
-
I've seen that you ignored some of the suggestions at the TWP showcasing thread. Overall the button's frames would be necessary. Don't you like them or what?
I think I only saw a couple of buttons with frames... I think all the rest is pretty much detailed and I liked the lighting as I already mentioned
||
Dispite those tiny things, the map is really good!
Thanks for creating! ![]()
Anyways, amazing map! Love the design, look, and GLaDOS dialogue. 5/5!
josepezdj wrote:
WOW Cobra! That was amazing!![]()
I recorded a blind run, not a solution video, so it's around 20 min. I'm having problems with Youtube today and failed to upload 2 times... I'll try again later!
OK, this was a very nice map! Was really funny and fairly long overall, congratulations!
I liked much the puzzles even though they were not too difficult for my kind
For the first chamber solution, as you'll see in the video, I missed the white portalable wall at the uppermost area so I tried to figure out a really twisted way to get the cube there first and me later (to no avail though)
![]()
However, I rated it 4/5 because some easy-to-fix stuff (I feel kind of outdated after watching how cobra destroyed it, but still...):
suggestions for a fix
||1. There is a problem (that you'll check in the video) with a savepoint near the floor button with the "square" signage in last chamber, I had to nocllip as when it fired the saving i was falling in the goo![]()
In last chanmber there are many possible exploits... more of them after watching Cobra's vide. One of them you'll see in the video: there is no need for the rotating panel (square signage) as you can do the multiple flinging maneuver and shoot a portal on last elevated platform... easily fixable by extending annother glass window there!
The general feeling with the puzzles were that you had to search a lot to understand what was each thing for... or where to head to first... I guess some more indicating signage would be great. Also you could create a custom signage for the turning catapults... For example in chamber 1 I went right to the upper floor to get a cube as the signage suggested, but I couldn't since I needed the other one in first floor reach the second cube...
I've seen that you ignored some of the suggestions at the TWP showcasing thread. Overall the button's frames would be necessary. Don't you like them or what?
I think I only saw a couple of buttons with frames... I think all the rest is pretty much detailed and I liked the lighting as I already mentioned
||
Dispite those tiny things, the map is really good!Thanks for creating!
I'm currently working on fixing the exploits, but I'll try to fix the things you mentioned here aswell. There's just one thing about those button frames. I've actually got a frame below every floor button except for the cube buttons. The frames are lowered so the top is flush with the floor, but this is the way valve often did it so I did the same. The cube buttons don't have a frame, so they just have to be that way.
soptipp1 wrote:
The cube buttons don't have a frame, so they just have to be that way.
I can send you mine if you want 
soptipp1 wrote:
The cube buttons don't have a frame, so they just have to be that way.
Cube buttons do have frames. I stole the cube buttons' frame (actually I stole the whole thing: the cube button frame, the cube button, and the little orange light
) from the cube button instance in the sdk_content/instances/p2editor folder.

Anyway, it's going to be (a bit) outdated soon. I'm almost done with the fixes.