[SP] sp_fr_penrose _01 + 02
) and the elevators were a fresh new twist from your average cramped little arrival/departure room that valve set up. These maps were an excellent change from the average Aperture Science looking style and really show your talent as a map maker. I will definitely give this a 5/5.
The only problem I saw is that the Excursion Funnel wouldn't pass through the on green field. (The funnel would go through it but the blue particle effect wouldn't) but I'm sure you've been told this before.
RubyCarbuncIe wrote:
How on Earth have I never known of these maps' existence!? This was truly amazing I love the way that the new field works, the warm lighting was great (I love warm lighting in chambers) and the elevators were a fresh new twist from your average cramped little arrival/departure room that valve set up. These maps were an excellent change from the average Aperture Science looking style and really show your talent as a map maker. I will definitely give this a 5/5.
Thanks, appreciate it! 
RubyCarbuncIe wrote:
The only problem I saw is that the Excursion Funnel wouldn't pass through the on green field. (The funnel would go through it but the blue particle effect wouldn't) but I'm sure you've been told this before.
Got that right. It's a problem I can't seem to fix, so honestly I stopped trying a while ago.
Have to focus on one thing at a time, sp fr penrose 03, in this case... Which is hard enough already.
I've uploaded V1.2 of the maps and referred the download to the Penrose Collection found in the Steam Workshop.
Changelog:
- Made custom indicator lines and checkboxes.- Made the map compatible with the workshop. Now links to the Penrose collection in the workshop- Updated screenshots since V1.0.
I think I will retroactively upload all my old maps to the workshop and link them here. Some cross-pollination doesn't seem like such a bad idea, right?
I felt that the cube droppers orange light was a bit too bright.
In the second chamber I could create a tractor beam going through the lower world portal, which was not rendered, but still functional.
Apart from that, it is very nice. Would you mind explaining me, how you created custom signs with custom sp_lightboard script and even custom lightboard icons packed in the bsp?
Brainstone wrote:
The entry and exit elevators are badass. However, you mixed light black and dark black tiles and also you have misaligned tiles in them.
I felt that the cube droppers orange light was a bit too bright.
In the second chamber I could create a tractor beam going through the lower world portal, which was not rendered, but still functional.Apart from that, it is very nice. Would you mind explaining me, how you created custom signs with custom sp_lightboard script and even custom lightboard icons packed in the bsp?
Thanks for the feedback.
I know about the funnel render issue, unfortunately I can't fix that, the world portals are just really glitchy. 
For the signs, I used Omnicoders sign maker program, extracted the result in photoshop and edited it, just like I made the signs in photoshop. One important thing to note is the alpha mask, it makes the signs look better when self-illuminated. Also, I added a light_block brush in front of the overbright testchamber signs. Hope this helps, you should really look into that sign maker. 
EDIT: Oh, but in case you mean how I actually packed it, I used a program called pakrat. Look it up on the VDC, there's a download link there. Though there are other BSP compiling tools out there.
Brainstone wrote:
I just thought you would have used scripts for the cahmber signs instead of custom textures.
No, I don't believe you can pack in .txt files, only VScripts .nut files. And the testchamber signs are listed in a .txt file...
(Plus, I have customized the signage.)
EDIT: Not VScripts, I meant .nut files. More consistent...