Great map pack BTW. Could be called Portal 2 
[RELEASE]Portal: The Flash Version mappack
Can anyone tell me how to reverse the damage?
Now, to the maps!
My map was about to be one of the 'biggest' custom map, (it has 8 test chambers and a 'special' ending,) and then you!! YOU come along, making me feel puny!!
Btw, how long did this take you to make? Like a year perhaps?
With Great Respect Towards You,
-DvlStx
This is one of the only maps that actually gave me trouble at a few parts. I'm not talking about the 'I want to smash my computer' trouble, I'm talking about the kind that keeps you thinking for a few minutes then you feel smart.
Of course, nothing is perfect. In the chamber that rellikpd showed the picture of, the area with the ball launcher is too dark, so I didn't see it at first.
Also, when you get the cake, maybe you should have put some hints as to where you have to go, because I had to noclip to find it.
Anyways, great job. This must have taken an extremely long time to make.
However, having us do it three or four times in a row with very little break can get tiring. Plus, the layouts of some of the later puzzles were so confusing that I spent five minutes just figuring out what I needed to do, and five more actually doing it without getting killed by a turret ambush, ceiling crusher, lightning corridor, energy ball ambush, or something else.
And then there were the parts that, in my opinion, were simply a lack of effort. For example, in the part where you crawl through the cube tube, the tube is simply surrounded by a dark void. Seriously, would it have killed you to put a texture there? And on the ride of death with the WCC you put invisible walls preventing us from reaching the turrets. My first instinct was to jump into the ledges where the turrets were, using the WCC as a shield, knock out the turret, and hop back on. But no, instead, you have us fall to our deaths for no good reason. Come on, you designed an entire game mechanic (the fizzy blue fields) that did effectively the same thing, only without the humiliating and quite frankly stupid death by invisible barrier. Finally, the portal-friendliness of surfaces. Something would be totally resistant to portals, then something would happen, and suddenly we can put a portal on it? You could at least give us some indication that it's changing, rather than making us try everything every time something changes. The elevator ride after the cake was the worst part of the map pack. You don't let us shoot, even though we logically should be able to, and when we can, one of the surfaces we need to put a portal on doesn't become portal friendly until the very last possible second - again with no indication of when, how, or why.
I could go on, but instead, I'll focus on the positive. The plot was awesome, the ending was great, and the final boss battle was superbly done. Some of the "shock moments", such as the mounted portal surface breaking off and coming crashing down were pure adrenaline. The music was well used, as were GLaDOS quotes. I also like the "epic moments" you included. Seeing the Borealis and the Chell clones just gave me this awesome feeling, like I was playing this part in something really big, witnessing, and even causing, some seriously influential events. Truly, epic. Oh, and to reiterate, the ending rocked.
Overall, like I said, for the amount of time and effort you put in to this, only the highest accolade can be given. But know that there is a great deal of work to be done - a little polish for some of the map packs rougher edges, and major overhauls to the parts of the game that made it hard just to get the vaguest clue what I was supposed to be doing, as well as those that almost literally gave me deja vu (go through this maze of portal holes, find the cubes, put them on the buttons... for the next hour). I look forward to any future work you produce - it's sure to be even better.
Cyclone wrote:
And on the ride of death with the WCC you put invisible walls preventing us from reaching the turrets. My first instinct was to jump into the ledges where the turrets were, using the WCC as a shield, knock out the turret, and hop back on. But no, instead, you have us fall to our deaths for no good reason. Come on, you designed an entire game mechanic (the fizzy blue fields) that did effectively the same thing, only without the humiliating and quite frankly stupid death by invisible barrier.
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yeah i had forgotten about that. that was my instinct too. i tried to hide behind my cube (crouched) until i was near enough to the ledge to jump on and grab that sumbitch turret... but nope. i fell to my death. i guess the rest of the map was so ammazing that i forgot to bitch about that. but it is very annoying and i bet MOST people would try to solve it that way instead of just sitting there and waiting to pass the turrets... coulda put a fence infront of the bitch or some sort of force field.
i'm gunna have to replay this thing (someday) and see if there are any other parts that annoyed me at the time, but were forgiveable do to the rest of the map/game being awesome.
Ricotez wrote:
I believe that ship is the Borealis-prop of HL2:Ep2. You probably also need Ep1 and Ep2 to make it work completely correctly.
yeah i have those games too
When I was poking around the folders installing it, I'm pretty sure I saw a model for that included in the rar. There's no precedent for such things, but it seems it would likely be reasonably considered fair use.
Cyclone, yeah I know there are some problems here and there, but when you have a 40+ levels map, expects some glitches, my beta testers never told me about stuff like the stuff you mentioned.
But anyway, I'm planning on making the mappack as a MOD, with a V2 of the maps, fixing by everything that the community said about it + advance hard versions of the maps.
Hen7 wrote:
But anyway, I'm planning on making the mappack as a MOD, with a V2 of the maps, fixing by everything that the community said about it + advance hard versions of the maps.
DOITDOITDOITDOIT
btw: welcome to the Spotlight 
Yeah, there's some rough spots, but overall if someone told me this was a beta for Portal 2 as a storyline of another person in the complex (or another clone of Chell), I could have believed it.
The cake room: putting a fizzler up top on the descent and a couple of rocket turrets (instead of the fans) in front of a mesh but behind a large vertical door that opens when you hit bottom would eliminate the need to disable the gun, but still prevent portal placement until the last second when the pedestal stops. I jumped to the sides a few times before realizing what to do, and the disabling gun was a bit annoying. Though not being able to shoot a portal on a moving platform is consistent with the official usage.
The end battle was great, but I like others just hid behind a truck on the second floor while it killed itself. Tried opening portals above it and dropping boxes on it but that didn't seem to do much.
portal_party wrote:
The end battle was great, but I like others just hid behind a truck on the second floor while it killed itself. Tried opening portals above it and dropping boxes on it but that didn't seem to do much.
what you do is: place two portals on the wall. one right above the other, with one at about say "chell height" and one above that. have the robot get close to you (and the wall, but far enough away so that you have time to dodge) then stand infront of the lower portal (preferebly with the robot facing RIGHT at you and the portal (perfectly perpendicular)) then wait for him to shoot at you. then quickly dodge out of the way, if all goes good (and it did for me pretty quickly) you should be able to hit the bot 3 times with not to much trouble. end game.
FISHY CRACKERS wrote:
[some stuff]
hey there fishy, if you want to hide some text try using||TEXT YOU WANT TO HIDE||
and i too had a little annoyence with that tube i was jumping around for awhile until everything EVENTUALLY fell out but nothing that didn't atleast make since. it was kinda obvious (to me) that the boxes would fall out... if i could unjam them
Quote:
MOST people would try to solve it that way instead of just sitting there and waiting to pass the turrets...
I guess I'm not most people 
I feel like an idiot trying to play through these downloaded maps the rest of you seem to have no problems solving. Having to resort to noclip just to see what the next room looks like is more than a bit lame. Seriously, how DO you guys do it? Is there some magic button that slows things into 'bullet-time' to allow for amazing feats of mid-fling portal-shooting while flying upside-down and sideways at the same time the camera is trying to auto-right itself? Because if that's what solving these puzzles takes, I'm truly in awe of your collective 'mad skillz'.
All that being said, this truly is an excellent (series of) maps. I just wish they didn't make me feel like such an idiot. 
How did you make the Mechbot. It appears to have AI and it can move around independently so I don't know how you would have done this without actually making a mod and programming it as an entity. If this is just one extremely complex Hammer prefab then its amazing what you managed to do without coding.
Also just a small thing, you should have made the sinks in a modelling program. It is harder than just making it Hammer but it's not extremely hard and it would look so much better. And (I'm being picky here) I found that there were a lot of lights in the map that had no fittings, there was no reason why a certain area should be lit because there was nothing casting light in it. I guess after making such a massive map pack it would be really annoying to have to put all light fittings everywhere though.
This was a mammoth effort though and you've definitely created an experience not just a map so, congratulations!
