Portal HPC Map

Welcome [subject username here]!
We here at Aperture Laboratories would like to thank you for applying for an extended meal plan by volunteering for testing in the new Aperture Science HPC!

https://myaperturelabs.com/file.php?id=281






As a required test protocol, HPC data must be downloaded from-
https://myaperturelabs.com/file.php?id=281

Once again Aperture Science thanks you and reminds you that we are “helping you help us help you help us all!”


Current version 1.3
Ok it’s a rather easy map I whipped up in about 10 hours. Gimme some feedback bitches.

It looks awesome.
I had to cheat in order to beat it though. When I hit the second button and the blocks moved I had no idea there was an area for a portal up above and I couldn’t figure out how to get a portal up there without noclipping.
If I am supposed to climb up the clear boxes when I hit the button, then that is beyond my skills. lol.
Overall though I thought it was really cool. I’ll play it again some more later to see if I can beat it without cheating.

Yeah, you can shoot a portal up there after hitting the second switch. It’s still fairly early in development so thanks for the input.

It makes me start over at the beginning every time I die, even if I quicksaved… :frowning: Also, I’m not sure if the end hallway is supposed to be escapable? You probably shouldn’t make it so the only way to end is to die, because I felt like I was missing something/doing something wrong. Otherwise, awesome. Good flinging puzzles, good “what now?” puzzles, the works. :slight_smile:

Yes, I discovered the autosave error. Seems I accidentally name an env_spark the same name (strange right?) so instead of saving YOU it saved the sparks (but not really). Yes the end hallway is escapable. If you survive as long as possible, you’ll find your escape route. I’m working on a patch as we speak and I’ll make it live tonight. Give it another try tomorrow.

Wait, is there supposed to be turrets in there or something? The walls opened and intense music played but nothing happened for me. I ventured back through the level and came back and the walls were back and I walked out. I noclipped past a section, would that cause the turrets to not spawn? Im guessing its supposed to be turrets there…

Like I said, Im going to play it again and try not to cheat this time…

The ceiling is supposed to crush you. Apparently it can be escaped, though? I tried everything, and I couldn’t see anything. You might want to consider making the solution be more easily seen, so the player knows he can escape, but make it harder to execute. The way it is, people (like me) assume that there was no way to escape and think it’s a poor ending where you have to die.

Does it end when all 3 spheres that are in the first room are in the sockets?

Go through the doors it opens. No, no turrets supposed to be there.

What doors?

behind the glass directly behind the 3 spheres.

I think I’ve found a bug. I’ve been exploring the level, when I found this final corridor with the three doors, and they just opened when I bumped into them, though I didn’t put the other spheres in place. (Screenshot attached.)
You might’ve forgotten to set them to locked.

And I think the crusher puzzle could be improved upon. The player is probably looking at the crushers coming down, not watching the door. Imminent threats usually draw away the player’s attention.
And even if the player notices the door opening in the last second, it can’t be reached if the player is on the farther side of the last crusher plate. It’s very likely that the player dies at least once before he or she could find the solution. I think trial and error should be avoided when designing puzzles. Also, the player doesn’t have to use portals.
I suggest reworking that part in a way that requires the use of the portal gun.
Here’s an example: There are five crusher plates, numbered 1-5. First, 1 and 5 starts to descend, then 2 and 4. The player is stuck under the third one, and that starts to descend too. “Oh, shit, what do I do, what do I do?” Then crusher number one start to ascend, and the player has to quickly escape there using portals. And then repeat this a few times. It’s not that hard to figure out, but there’s a time limit and other pressing matters, that should leave the player with a deep impression. Har-har.
Just a suggestion.

It’s a nice level, though.

I think that’s why I thought no new doors had opened when I put the spheres in place, I had already explored that part before doing it. :stuck_out_tongue:

Good news everybody! Version 1.3 is live!

Fixed alot of stuff and add a few other things!

check it out here:
https://myaperturelabs.com/file.php?id=281

Here’s a few new screens to show it off:





I’ve changed my OP to reflect the updates.

Yes, thank you for noticing that. This was a bug and it has been fixed in the 1.3 update.

How can we call puzzles “puzzles” without trial and error?
Unfortunately moving surfaces cannot be portaled upon so I’d have a hard time incorporating your idea. In version 1.3 there is more than enough of a hint to keep an eye on the door…
Love your ego crushing joke!

Welcome to the BM forums BTW

Well by trial and error I meant if you get it wrong, you die. Portal was sort of forgiving, if you drop your cube into the goo, you get another one, you can’t get stuck. And when you are faced with the flaming pit at the end of Chamber 19 the solution is right in front of you. I think some players might feel a puzzle is unfair if you are more likely to die, than not. But that’s just my opinion.

Regarding my idea, apologies for not making it clear. You’d just have to make the floor portal compatible.
This was really just an example for some portal action, what’d be cool for a finale. But then again, it’s just a suggestion, no pressure.

Thanks.

Also I think the three beams that kill you in the third picture are kind of an eyesore. Replace it with goo?

I’m in favor of the beams.

Just think about it, you fall in the radioactive waste, it takes up to 3 seconds for you to die, then you reload, if you touch the beam, you’re instantly combusted, therefore faster respawn.

The final hallway was awesome. I stepped in, stopped, looked down at the blood, was like. “Oh shit.” Turned around, and SLAM. CRAP! I survived, but the sign on the floor was perfect. Very portal.

Also liked the ball-bin drop room. Made me think (didn’t notice all three bins flipped when I hit the switch until the fourth or so time I pushed the button, so I missed the portal-able wall)

I generally hit reload as soon as I fall into the waste…

same.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.