I dunno how much I will be continuing on the map.
http://forums.thinking.withportals.com/dload.php?action=file&file_id=177

Hope you like it 

Hope you like it 
Scene 'scenes\test_chamber\ai_00_a_entry.vcd' missing!
edit: ok i cheated out of the beginning box and these maps were really fun and interesting nice use of official map elements while giving them a new spin. very nice.
only complaint i have is not really a complaint but maybe a warning, or suggestion.. as someone already said that cube suspension thingie is awefully reminiscent of something made Hurricaaane, you might want to seriously contact him about it.. not saying you stole the idea from him or anything and if you DID get the idea from him it'd be better to work something out before you near release... just a suggestion.
rellikpd wrote:
is this playable i get stuck in map 0
Scene 'scenes\test_chamber\ai_00_a_entry.vcd' missing!
nevermind on this. that was my mistake, i didn't relize i still have riven's pl3sant debute still installed. lol no telling HOW MANY maps i've played and didn't get the full effect because of this. only reason i relized it is cuz i tried to load a commercial map for my son (test chamber #16) but anyway i digress. i replayed this "fixed" and it played fine. looks great.
some things i wanted to say, firstly the whole huricane thing still stands i don't know if you have, but ya'll should talk.
also although well placed, i'm tired of hearing glados speak, it made the ORRIGINAL levels great. but we have all heard them a million times, most maps that i really love have NO glados voices, or very few (and usually only in cases of easter eggs, or deaths, or destruction of the cube/cameras stuff like that) don't get me wrong you used your glados voices very well. and i can tell you are going for remake kinda of thing (where you retrain the player) but i'm just sick of hearing that psycho ai's voice
not your fault though
and another thing i really like about your map. and its such a small thing. but a big thing really. is that your energy-ball-catchers place a red dot light in the EXACT spot on the opposite facing wall (just like the commercial levels) and most/alot of user maps don't do this. man i hate trying to line up those things when there really isn't a need for it. when in your case you did what the orriginal designers of the game did, and give us a little help. especially in a room where you would be far away from the spot you need to shoot, sometimes its hard to line it up by eye alone
and lastly after you get the engergy ball into the catcher on the last map, and the stairs shoot up. its possible to get stuck in the stairs if you are standing on them before they go up. there was no way for me to get out aside from reloading a save, or noclipping out.so might want to find a way to wait for the player to not be on them, or something. i dunno
I'd like to say that these maps really are great. I do have some constructive comments though.
First of all, I don't really know anything about mapping, but some of these levels seem so small that they shouldn't really require their own independent map. Rather, I think it would be better to just have multiple test chambers in the same map, linked by the elevator.
Second is that in the map where you acquire the second portal gun, you can't depress the large button on the left that opens the exit until after you've got the gun. This seems kind of arbitrary to me, and doesn't really follow established conventions. I think you should try to change that.
Also, I agree with what rellikpd said about the GLaDOS voices. Hearing the same sound files over and over in everyone's maps does tend to get a bit tedious.
I liked the little behind the scenes area in the first map, where you get to see the companion cube again, and chase after it and I hope you include some more of those in your future maps.
I'd like to see more maps like these from you.