Portal 2
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THE LONE FUTURE-STARTER [Map 1]
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Jul 1, 2012 @ 12:57pm
Jul 7, 2012 @ 1:37pm
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In 1 collection by Seji-Evan
THE LONE FUTURE-STARTER
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Description
This is the first map of a series that I plan to do, called "The Lone Future-Starter". is a short map but i hope you guys enjoy =).
I tried to create some different puzzles, and also used a small concept of my previous map (Sp_Custom) nothing much different, but who played the previous map will understand how concept is.

Special thanks for the beta testers:
-Carlos
-Sergio
-Lord Vampyr

-Comments with spoilers that do not use formatting to hide, will be deleted.
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Now, a little backstory: You are an employee of Aperture that was integrated in the program of Aperture Science "voluntary" test subjects. After years forgotten in the Relaxation Center, you finally wake up in one of the docking stations, with a very simple objective GET OUT FROM THERE.


--Updates V 1.1--

-Color in the fan room wall changed from blue to white.
-Moved the first checkpoint to before the fan room.
-Inverted position of the door of the gel room to facilitate visualization.
-Fixed unintended solution of the last puzzle.
-Added 2 extra seconds for the final puzzle.
-Some aesthetic improvements.

My website: http://sjeprod.blogspot.com.br/
Official Walktrought: http://www.youtube.com/watch?v=Xqs420fq5NI&feature=player_embedded
Forum on Thinkwithportals: http://forums.thinkingwithportals.com/topic6884.html

Please leave your feedback and/or suggestion =)
Ps: Sorry for the bad english

MAP2 Progress (RELEASED) -02/03/13 Link http://steamcommunity.com/sharedfiles/filedetails/?id=129872492
-Alpha testing - 100%
-Construction - 100%
169 Comments
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cogitationofnationstates Apr 12, 2013 @ 9:36pm 
Hrmmm.... I do see the problem. The best idea I can come up with is having a different window be shattered by a bookcase falling over; this should happen someplace where the player would see it. Either that, or a mid-screen message saying "This window seems weak enough to break with something."
Seji-Evan  [author] Apr 12, 2013 @ 6:53pm 
Well, don't get me wrong, i understand your line of thinking, but in that moment i felt that i was break the atmosphere putting some kind of indicator (that is just a paranoia that i have) but i agree that is a non-intuitive mechanic, and i should have introduced better to the players, fortunately they passed with no problems thru it.

ps: sorry for the bad english.
cogitationofnationstates Apr 12, 2013 @ 12:42pm 
Mostly a good map. However, breaking windows is NOT a common mechanic in Portal 2, and the player should be exected to have encountered many, many, MANY shattered windows that are actually invulnerable. If you want a player to break a window, then you need to make it glaringly obvious that it's possible.
Javik Mar 13, 2013 @ 2:09pm 
A very good map. Well layed out, interesting, and challenging without being too hard.
Ravenscaur Mar 7, 2013 @ 8:01am 
I've only done one of these maps and already I want more and more and more. Your flow and use of visuals is wonderful; your puzzles (only done the first level, so far) are well thought-out, and the overall atmosphere is well combined. I look forward to more. Please keep going.
For criticism, I would say that you don't need to point out what the next step is, quite so much... don't make it too obvious. You've thrown a lot of elements into one, admittedly huge, map: this did not interrupt the flow atall, but it did seem like you were trying to use everything in the toolkit in one go.
On to number two.
ALLOS (Aperture Science) Mar 6, 2013 @ 11:18pm 
Hah! I like your style! The beginning reminds me of a canned concept for a Portal 2 map I had long ago...even though I didn't have Portal 2 or the knowledge of Hammer's existence back then. Don't ask. And the part where P-Body takes the escape elevator? That deserves the Portal 2 Troll of the Year award,if there were one. Great map, overall.
libmelee.so Mar 6, 2013 @ 3:57pm 
[h1]The Good{/h1]
Overall, this is an interesting series. I especially liked the innovative use of HL2 crates near the end. The office areas seemed relatively realistic while retaining the original style.
[h1]The Bad[/h1]
Only two of the maps are done.
[h1]The Ugly[/h1]
1. Some areas seemed a little bit blocky and unfinished.
2. It's possible to break the big conveyor near the end by letting it force you into the wall. The conveyor segments will begin to pile up underneath you. AFAIK, this is expected behavior for func_tracktrain with impact damage to players/objects disabled
Seji-Evan  [author] Mar 6, 2013 @ 9:55am 
!!!100 SUBSCRIBERS!!! =D Thanks for all of you guys who are enjoying my work.
Pacman 47 Mar 2, 2013 @ 4:13pm 
@Seji-Evan Ah. Makes sense.
Seji-Evan  [author] Mar 2, 2013 @ 3:49pm 
Well the beta testing was a huge failure... i don't have a sufficient number of people to beta test the map as i tought, so i decided that i i'll be correcting the bugs as they are being discoveredm so.. it's online go play it and if you find bugs just leave in the page and i i'll correct.