[SP] Testing is the future
Credits:
Skybox texture: komaokc (http://www.gamebanana.com/css/textures/3097)
Grass texture: TopHATTwaffle (http://www.tophattwaffle.com/?page_id=63)
v 1.0
-release
v1.1
-changed white textures you couldn't place portals on to black textures
-made fizzlers non-solid in map 2 chamber 3
-added a button for the box-dropper in map 2 chamber 3
-made the door close later in the end of map 3 so you won't get stuck
-changed textures and lighting to improve visibility in some areas
v1.2: check workshop for info
Click here to download [SP] Testing is the future
Click here to download [SP] Testing is the future
&
LIST OF PROBLEMS
||Map 1:
Puzzle 1 (Outdoors):
- Some walls in the spawn area have nodraw textures ontop. Make the top texture the same as the side texture
Map 2:
Puzzle 1 (Funnel):
- In the test with the funnel you can get trapped if you're on the exit-door platform and mess up the "cube-change-button" part of the puzzle
Puzzle 2 (Fizzlers & Flinging):
- You can walk on some of the fizzlers on your way to the 3rd floor when flinging
- Don't know if I'm missing something but I couldn't fling myself up to the exit in the second level (skipped it since I have to go to sleep soon)
- Remove the white walls by the exit and replace them with metal surfaces. Might trick some players into shooting at them midair. You can't place portals on them anyway
Map 3:
Puzzle 2 (Circular pressure plates):
- Below one of the cube droppers you have a white texture that you can't place portals on
- The sealing and floors in the downstairs area is white as well but you can't place portals there either. I'd change that so that players know that you can't place portals on there
Puzzle 3 (Escape):
- Hard to find the right way
- It took me a while to understand that I needed the keycard as well. You've already solved the escape pod door problem, the keycard is kinda unnecessary.||
I'm not telling you that the maps were bad just because of all those things, it's just some things I noticed the first time playing.
One more thing:
?r du svensk? 
One very tiny negative thing: That first alarm siren when entering the complex faded out a bit too quickly, making it sound artificial. A real siren would have taken a while to turn completely silent.
Small issue: When I wanted to enter the escape pod, I got stuck in the door and kept turning around automatically. But it was no problem to hit the button from there, the door then closed and pushed me into the pod.
Great job, 5/5 from me.
Nice detail and brushwork.. and some of the puzzles were pretty tough, and pretty different. Good work!
Logic wrote:
I had fun playing these. I think I'll play it through once more tomorrow and give you some feedback on the gameplay and aesthetics of things. But here is my notes on some of the things you might wanna change.LIST OF PROBLEMS
||Map 1:Puzzle 1 (Outdoors):
- Some walls in the spawn area have nodraw textures ontop. Make the top texture the same as the side textureMap 2:
Puzzle 1 (Funnel):
- In the test with the funnel you can get trapped if you're on the exit-door platform and mess up the "cube-change-button" part of the puzzlePuzzle 2 (Fizzlers & Flinging):
- You can walk on some of the fizzlers on your way to the 3rd floor when flinging
- Don't know if I'm missing something but I couldn't fling myself up to the exit in the second level (skipped it since I have to go to sleep soon)
- Remove the white walls by the exit and replace them with metal surfaces. Might trick some players into shooting at them midair. You can't place portals on them anywayMap 3:
Puzzle 2 (Circular pressure plates):
- Below one of the cube droppers you have a white texture that you can't place portals on
- The sealing and floors in the downstairs area is white as well but you can't place portals there either. I'd change that so that players know that you can't place portals on therePuzzle 3 (Escape):
- Hard to find the right way
- It took me a while to understand that I needed the keycard as well. You've already solved the escape pod door problem, the keycard is kinda unnecessary.||
I'm not telling you that the maps were bad just because of all those things, it's just some things I noticed the first time playing.One more thing:
?r du svensk?
Yeah, I thought there would be some issues...
||In the outside area, can you see the nodraw textures? I'll check it out, made it that way to optimize.
You can actually get back in the funnel puzzle since the funnel changes direction if you fail. You can just get back the same way.
About the white walls, I had most of them there to help lighting. I can see how it's confusing and will change the textures and improve lighting instead.||
I'll try to fix the problems.
Och ja, jag ?r svensk. Ganska kasst namn jag vet...
soptipp1 wrote:
RESPONSE
||In the outside area, can you see the nodraw textures? I'll check it out, made it that way to optimize.You can actually get back in the funnel puzzle since the funnel changes direction if you fail. You can just get back the same way.
About the white walls, I had most of them there to help lighting. I can see how it's confusing and will change the textures and improve lighting instead.||
I'll try to fix the problems.
Och ja, jag ?r svensk. Ganska kasst namn jag vet...
RESPONSE TO YOUR RESPONSE
||You can see some of the walls top-side. A few more textures won't mess anything up ^^
Oops, guess that you could get back to the other platform, my bad...
It's confusing when you can't place portals on white walls. So changing it is probably the best option
||
Best name ever ^^
The first map was a bit of a slow starter, but it was a nice intro to the way you use the testing switches and bts switches. Outdoorness is good too! Good attention to detail, nice well thought out puzzles, decent sized maps, cheers!
Solution
8bjA7Z1M4Qg
sicklebrick wrote:
Thanks for these sopptippThe first map was a bit of a slow starter, but it was a nice intro to the way you use the testing switches and bts switches. Outdoorness is good too! Good attention to detail, nice well thought out puzzles, decent sized maps, cheers!
Solution
8bjA7Z1M4Qg
Wow! You had some really cool solutions I didn't think of when I designed the puzzles. 
soptipp1 wrote:
Wow! You had some really cool solutions I didn't think of when I designed the puzzles.
Balls >.< Thought I was doing this one as intended. Didn't feel cheaty though 
I hope you do more of it
Also on the part outside the map on beams I didn't notice where I should be going instantly and I was jumping around and hit non solid props and fell to my death.
Still it was really well done map. Great job and I hope we will hear more from you.