[SP] [SP, and coop] WibiData Project
Do you have what it takes to stop the AI from killing you before you can fix it? In this exciting DLC package for Portal 2 you will navigate detailed test chambers on your quest to stop the AI! If you make it, there is a special surprise at the end of the test!
There are 5 amazing new single player maps, and a new co-op map to play with your friends! If you test with a friend, and they hire that friend, they will give $1000 to you!
More information here: http://jobs.wibidata.com/puzzles/portal/
Screenshots and install instructions: http://www.tophattwaffle.com/projects/wibidata-project/
Map 4 was confusing; there was no visible goal where to work to, some parts seemed to have stuff that wasn't needed and made me feel like I was doing parts unintended, but in the end I had to re-use them. Some elements the cube upstairs was barely visible. And it was just fiddling around with a bunch of cubes.
I also got stuck In the part that explodes. No way to portal out 
Map 5 started okay but also required a lot of doing the same things over and over again but slightly different.
Finally in the final hub I had the answer quickly, but it refused to work. Maybe remove the button and use a logic_case with the correct value as a number for case01; and use the math counter onvalue; logic_case invalue.That's probably a simpler solution. Or is this added to prevent people from trying all 1024 options?
All in all it was quite okay, but it needs some final refinements in my opinion.
Also Doug i have to say the coop map kicks ass! 
I had no issues, except that i got stuck at the same place lpfreaky mentioned. Didn't notice any panel, weird.
Congrats and tons of thanks for this to everyone involved. 
Having watched a lot of those tutorials, I had pretty high expectations for this mappack - and unfortunately was pretty disappointed.
Not visually though, the chambers look great obviously. But gameplay-wise there were a lot of things that annoyed me:
||It started with the hub (which is an exception from the otherwise great visuals, to me it seemed just bland): Forcing the player to walk back and forth to the boring switches to then search the next randomly appearing elevator became annoying quickly. I assume that area resembles the company's office and they wanted the player to spend some time in it? I would have found it better if there just had been some company related eastereggs scattered for example. They would have made me curious to explore the space. The way it is now I'm forced to just walk back and forth.
Unfortunately, none of the puzzles required much logic but rather reflexes (fortunately not too fast reflexes though, everything was easily doable). To me, it felt like the only reason the difficulty was rising throughout the maps was because the test elements got placed further away, out of sight around more corners. Map 4 was especially annoying in this regard. It took me forever to finally notice the laser receiver in the destroyed area for example.
Map 5 forced me to backtrack a lot to get a new sphere or cube which got annoying pretty soon. Killing the turrets was again no logic puzzle but a matter of spotting the correct surface. The death counter came out of nowhere for me. Could be that I misunderstood the AI up to that point, I thought it needed me to find that code, why would it kill me all of a sudden? Maybe I just didn't catch all of the voice lines though, I'm not a native speaker. Anyway - one second after I pass the death counter the AI is all friendly again and explains that binary puzzle to me - that felt just weird.||
In short: awesome visuals but not so enjoyable puzzles in my opinion. Still, looking forward to play the Coop-Map now.
zivi7 wrote:
It took me forever to finally notice the laser receiver in the destroyed area for example.
Ha, I never saw that, but I finished the map regardless (see above).
Such attention to detail, you even changed the floor of the elevator to the wibi data symbol, although the test chamber signs still say Aperture xDEnjoyed most of the chambers, the last one was a little annoying.
In Test 3 what was the point of the first cube button that rotated some panels over? I never used it.
Overall pretty cool series of maps
though the last 2 were a little annoying.
I think I was a little over critical first time around. I still dont like the lobby part, but I gave the rest a few more playthroughs and it was awesome! The fourth map had me stumped for an hour before I realised there was a very specific fling required! Also I had sound on this time; great job with the glados voice!
I hope WIBI does this every time they're hiring
Did a ninja run 'cause uhm, was having fun with it I guess:
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Like others have noted, the main hub part is a little boring though. Saving it for the end might be better. The only visual thing that scratched my eyes were the elevators in that lobby. They looked unfinished compared to the awesomeness of the rest.
My only other complaint would be that being forced to do thing twice can get frustrating. Other than that is was a great experience. Nice use of GlaDOS voice, nice track selection. The difficulty was perfect, not easy, but not impossible either.
Great work ! 
Lpfreaky90 had the same or similar problem.
The numbers I was given to XOR were 712 and 407
I did it manually and used an online converter and got the same result.
But it would not work because the Mod came to a wrong result.
I converted my two numbers to binary and then applied XOR to each bit as follows:
||712 = 1011001000
XOR 407 = 0110010111
=====================
= 1101011111 (863)
So I entered 1101011111 (863) into the switches - to no avail.
Finally I went back to the computer, pressed "E" and she said she was sorry that I could not figure it out and that the correct answer was 1001
WHICH IS WRONG !!!||
BUT - more importantly - the Maps themselves - Map 4 was incredible and Map 5 was very good.
I really, REALLY LOVED Map 4 !!!!!!!!!!!!!!! Figuring out that final fling took some time, I'll tell ya that. I also did not realize that I needed or could even reach that continually falling cube in the bottom pit until the end. Great job !!
https://www.youtube.com/watch?v=ph0O0MAMaBQ&list=UUJhd1Syk2ICNb6WRFl0vodA&index=2
Well, it's really hard to review this map. It's very beautiful to look at and well designed on a visual standpoint. There are some serious bugs in this map. In fact... Iviv started to fly as he tried to get out of the excursion funnel. We sort of made fools out of ourselves with the turrets XD Though we didn't want to go through getting the cubes again so didn't think to use the cubes. We both enjoyed the last test quite a bit and it wasn't so buggy.
Neither of us have played the SP versions yet, as of this posting, but plan to play it soon.
Part 1:
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Part 2:
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We kept jumping over there trying to get the third cube the same way they did. Before using the last resort of noclipping luckily we just tried what would happen if we just have one of the cubes we already had shoot over through the laserfield. That that was really the solution felt somewhat weird. When you bounce off the button you would normally be able to strafe on the turret's surface - appearantly there's a playerclip preventing that. If you can't land there, still the distance to the turrets should be small enough to grab them so appearantly they've been set to no-player-pick-up in Hammer (or it's not a playerclip but a func_brush with an invisible-texture to do both jobs at the same time). I found that was a pretty "hacky" way to get that puzzle done. It would be much nicer if the turret platform would clearly be absolutely out of reach instead of having to use these tricks to make the puzzle work.
I assume the idea to get the 2nd cube is to have one player fling up and down to then have both players hit their coop-buttons with some timing. However, the flinging is not nessecary, the player in that "booth" can just stand on the light_prop sticking out of the wall.
The second area was much nicer, even though the puzzle is a little repetitive.
Both areas are lacking some light imho, it's all very dark.
There was indeed a bit of back and forth in some of the sections, but I didn't find it too tedious - I've played worse...times were generous when needed - thanks for that...
It took a while to figure out how the set worked in the lobby and thanks for the binary conversion at the end - no interest in solving that...
This is the first 'mod' I've seen in P2 (played many in P1) and it worked fine after following the instructions for installation - hope all works OK after the removal.
Enjoyed it a lot - thanks for creating ... 5/5