Scheduled Maintenance [sp_80s]
40 Comments
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stormsend Aug 9 @ 1:22pm 
Loved it. Fine work. Thank you.
asminahipi Jun 14, 2013 @ 11:44am 
buen puzzlle gracias
Max van Straaten Apr 13, 2013 @ 3:22pm 
Loved it all, thanks!
wildgoosespeeder Apr 4, 2013 @ 12:30pm 
I hated the laser trip section where a turrent randomly appear and then neurotoxin happened. I hate cheap shots. They are so annoying.
Teabag Crew #346 Dec 14, 2012 @ 5:21am 
@Ulitiman9711 Ah. I didn't know g-mod does a different thing in Hammer, basically. What I was thinking is that G-mod was the same version as Hammer. I've seen it in some custom textures maps like most of the maps possibly reused from other games. Like this! Well I didn't know, but thanks!
Ultiman9711  [author] Dec 13, 2012 @ 7:16pm 
@Pacman47: Run. On. Sentences. Argh! And I'm not going to use G-Mod to make maps. It just doesn't make sense. Gmod uses an entirely different version of the engine! The next part [Part 5] is 100% brand new and is not going to be a boss fight.

And to all of you: testing WILL continue as long as there are test subjects!
Teabag Crew #346 Dec 13, 2012 @ 5:23pm 
@Ulitiman9711 Instead of a talk with GLaDOS make it a boss fight. I'm aiming for 20-25 parts long, 3 mappacks with that much parts, 3 bosses in/from the [/h1] Portal series (Oh try using G-mod for hammer does take a lot of importing but I suggest to do that since it has a 70-95% chance to not get in the .bsp (custom concepts only) G-mod lowers the chance of it by a HUGE amount G-mod can be a replacement for Hammer so G-mod helps too.) and plus, make these map longer, like 40 or 30 minutes long that way you can get a lot of subscriptions for example, CaretCaret in his great mappack, 12 Angry Tests so Hammer basically gives you a BUNCH of ideas for an adventure maps which I like! If this is not the last part then these are like future ideas for this.
Wolf bytes Nov 13, 2012 @ 4:43pm 
You can fall off the world map and not die.
Glados060 Nov 11, 2012 @ 5:35pm 
Amazaing!
msbellingham2011 Nov 9, 2012 @ 6:45pm 
loved it...cant wait for the next one!
Ultiman9711  [author] Nov 9, 2012 @ 9:03am 
So we are at a dillema for the next part. You guys can wait a few months for 1, brand new test as the next part, with the risk of me losing interest [unlikely] and abandoning the project; or I pull a Wheatley and retrofit a whole FOLDER of tests I have to fit with the continuing story and theme, but not nessecarily good as they are rather old.

The third option is me making PeTI maps and importing to Hammer.

A brand new test most likely will involve a personal visit with GLaDOS. So I will let you, the players, decide as you guys are the ones playing the maps.
Ultiman9711  [author] Nov 8, 2012 @ 4:48pm 
I meant Black Mesa Source, the fan-made recreation of Half-Life 1. It's pretty good, I hear it's coming to Steam sometime. . . it's FREE!
Miami Mike Nov 8, 2012 @ 4:26pm 
"after playing Black Mesa"

What game is Black Mesa? Did you mean Halflife 2? I don't remember anything like that in Halflife but I do remember them in Duke Nukem'.
atommalac Nov 8, 2012 @ 1:36pm 
Nice :) the puzzles weren't hard at all, and the turrets are kinda boring, but I liked the design, and the trip-lasers are a really nice addition, i'd love to see those in more challenging scenarios.
john Nov 8, 2012 @ 1:15am 
Very very nice visuals and gamplay. excellent ONE OF THE BEST
Ultiman9711  [author] Nov 7, 2012 @ 6:29pm 
I had a func_brush set textured with effects/bluelaser1 and set to be Never Solid, and added a trigger_multiple brush in the same location that triggers either the turret door or GLaDOS's surprise.
friendly liver Nov 7, 2012 @ 5:37pm 
How did you do the trip wire?
Ultiman9711  [author] Nov 7, 2012 @ 5:11pm 
How can you NOT find wheatley? He is operated by a trigger . . . .
Rainy Shunshine Nov 7, 2012 @ 4:30pm 
when you find wheatly grap him and take him with you, thats what i did
commander2005 Nov 7, 2012 @ 3:16pm 
Well done, smoothly gameplay, good music: (sounds a little bit like bach: bwv 846), I like the character of the chambers (not too much elements, clearly, animated elements!), I also found wheatly :), trip-wire lasers: cool, you also could connect them with panels with turrets behind them, but your solution is perfect! Good chamber! Your chell. -^
BUG Nov 7, 2012 @ 1:26pm 
THAT'S IT? I NEED MORE MANITENANCE please.
Spamfan Nov 7, 2012 @ 11:39am 
Dude, this is brilliaant!!!!!!!!! :D Well done! :D (SPILER: I found wheatly! XD)
Dare Nov 7, 2012 @ 2:37am 
Great map! I enjoyed it. ERMAHGERD SHE SAID MY NAME.
Ultiman9711  [author] Nov 6, 2012 @ 6:25pm 
Thanks.
Wank me m80 Nov 6, 2012 @ 12:10pm 
maintenance*
Ultiman9711  [author] Nov 6, 2012 @ 6:50am 
So it's probably not the combine wall, but maybe something else from HL2.
Ultiman9711  [author] Nov 6, 2012 @ 6:49am 
effects/bluelaser1
Wank me m80 Nov 6, 2012 @ 3:20am 
What is the texture name?
Ultiman9711  [author] Nov 5, 2012 @ 9:42pm 
I actually didn't use a fizzler texture for the lasers. I believe it's either the old laser rail from Portal 1 or the Combine Barrier from HL2. Either way, yes, It is a bit harsh. But if you hurry out of that room you can escape the neurotoxin! [#protip]
Wank me m80 Nov 5, 2012 @ 7:22pm 
A lot of simple mapping mistakes, but I'm seeing tons of improvement in your maps. I'm not a fan of how you implemented the tripwires because tripping it means instant death. I would like it more if tripping it had a consequence, instead of a death sentence. And I suggest finding a new texture for the tripwire, just because the fizzler texture seems odd.
Mr Fraggle (UK) Nov 5, 2012 @ 3:48am 
Unusual and a lot of fun.
Yoshi Noir Nov 5, 2012 @ 1:59am 
Beware: you can fall into the void at the very beginning of the level because there aren't any fences that block the player from falling.
Metagrossfreak Nov 4, 2012 @ 4:30pm 
cool, love the alternate story line here, nice touch
Hawks "Lucky" Eyes Nov 4, 2012 @ 12:15pm 
not reportal, portal bump, forgetting my lingo here >_>
Hawks "Lucky" Eyes Nov 4, 2012 @ 12:14pm 
in the room with the first fizzler i didnt even see the button to turn it off, i just reportled. suggested fix is make the walls withinn half a portals width black :) make more, it was really fun :D
Ultiman9711  [author] Nov 4, 2012 @ 12:07pm 
Easily fixed. I'll make the floor Black! And I'll make the fizzler fizzle physics objects. Thanks for the exploit!
Spyrunite Nov 4, 2012 @ 11:46am 
Small problem, in the room before the tripwires, the one with the laser. You can portal the wall and then portal straight to the door, skipping the laser spot. Then if you bring the laser cube then it will go straight through the fizzler in the next room.
Ultiman9711  [author] Nov 4, 2012 @ 7:02am 
@ajar: Yeah I know. The problem was I couldn't make it longer without it taking forever to compile. If you decompiled this you would see that I am terrible at vis optimization! :P
mausilibaer Nov 4, 2012 @ 5:06am 
Nice one. Those trip wire lasers are a good idea and all in all it is pretty easy.
ajar Nov 4, 2012 @ 5:04am 
very good but unfortunately ends just when i get hooked on it. :)