Here it is-- my first custom portal map. Just wanted to get the word out to everyone*
You're awakened to an alternate chamber which quickly splits into a bts (behind the scenes) area where seemingly
turret maintenance was performed but has now been converted into a testing facility for "military androids".
The level is focused on a design of beginner to intermediate difficulty (depending on your skill) and can be completed
or best enjoyed with traditional portal techniques -no gimmicks or cheats.
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***************JULY 06 2008 update*****************
Here's the link for the UPDATED new version:
http://forums.thinkingwithportals.com/d ... ile_id=238
On version 1.5
- The angled wall directly to the right of the portal gun now has an
invisible brush in the recessed lighting area. (you can't put portals
partially under the floor on this wall anymore).
- The large Aperture Laboratory props hanging from the ceiling no
longer cast shadows straight down.
- Aligned the observation room to the left of the portal gun to the
wall textures in the room.
- Portal bumpers have been added where missing; some ceiling sections
in the two-cube room have metal-to-concrete details where I had to
combine a "no portal volume/portal bumper" technique to still keep the
player from creating portals that cut into some of the metal sections.
- Fixed the fizzler where you could shoot underneath in the gap.
- Texture and decals tweaked throughout the map.
- Fixed a cubemap glitch in the LDR setting.
- The climb/jump on the big pile of metal room has been modified
slightly to include a little more portal technique if desired while
keeping the original design intact.
- The boss room has been redesigned~ the turret no longer self
destructs (due to a glitch in how I aligned the func_button to hurt it)
I also took the feedback from many players that were confused as to
what to do with the turret and realized it may be too unconventional or
impractical having to make the turret shoot itself... after
experimenting a bit I created a more obvious solution; without taking
away from the original concept too much. Additionally, I've added some
new ambient sound effects and included a background music track for the
boss fight created by The Hamster Alliance.
- Kept the fling decals in the BTS turret room to coincide with the
story of the map; in other words to coordinate with the other areas as
"intentional" testing zones.
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Some Half-Life 2 models and textures were used; although not required
it's recommended to have the game installed or the sdk content installed
along with Portal for the complete experience.
Cubemaps should be set for LDR and HDR lighting. This is my first
official custom Portal map. Please inform me of any errors, bugs or
gameplay issues that may be found so that I can quickly correct them
as soon as possible; enjoy
