THE LONE FUTURE-STARTER [Map 1]
210 Comments
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I Kinda Fail Nov 18 @ 1:26am 
Just left the sleep room and am in the offices... On the catwalk... Can't find any hint of where to go. I see portal surfaces and windows with holes, but no portal gun...
cristo.smith Nov 16 @ 12:51pm 
That was a good map. I liked that one :)
Petutski Sep 14 @ 1:20pm 
Excellent adventure! Thanks!
MaddenHatten Sep 10 @ 4:49pm 
P-body, you little son of a b*tch...
Chelliste Sep 8 @ 1:22pm 
Personally I like less walking and more solving, but this is a nice break from the more compact, complex puzzles. In the real Portal 2, the in-between "walking" areas offer a welcome break. It's like that.
had080 Sep 8 @ 8:58am 
Très bonne map d'un point de vue design !
DanX Sep 8 @ 8:48am 
Beaucoup de travail sur cette map, pas vraiment difficile mais très soignée bravo
snowowl Sep 7 @ 6:17pm 


I can now play this collection!

I used a different to system to play these maps on. Definately worth the effort.

The first one exceeded my expectations.

One little thing though, I found some areas to be very dark, even with the brightness level pushed all the way to the top. It was hard to see in some places, especially the area around the conveyor.

Very nice map none the less!

Well Done!

- Techowl -

mbrown259 Sep 7 @ 8:49am 
Really well done! This map presented plenty of challenges and was solveable without being too easy.
dmuk Sep 7 @ 1:44am 
I really like these non-bounded maps, where one can wander and fiddle with things (barrels) that may or may not help the solution/progress. Kudos!
GeoJJx Sep 4 @ 6:34pm 
Game crashes everytime I attempt to step out of the wake up room. :(
bonkrood Sep 4 @ 12:38pm 
I really liked the map, I like this type of map, fun. :)
term ammadin Aug 14 @ 7:07am 
Hello, and where or when it continued ??? But the cards are just super, you can even make a separate mod! Perhaps - the best maps of improvised, in which I pleased with the play. THANKS.
Seji-Evan  [author] Aug 2 @ 6:48am 
If you don't like this type of maps that's ok.. it's your right..but The description clearly says "..is a short exploratory map.." and "-If you just like solving super duper hard puzzles chances are that you will not like this map, i'm warning now for prevent unnecessary posts =D." even without the sign you could have spared your time by just reading the description. so yah...
fastgiga Aug 2 @ 5:25am 
seriously, why haven't you put this warning sign from map 2 into this map as well? The map is briliantly made, but requires more walking than an arma 3 mission and is boring as hell, if you like exploring ok for you, but please put the warning sign from map 2 into this discription as well.
TS_Mind_Swept Jul 2 @ 2:12pm 
ahhh haha! P-Body! XD
Pretty much agree with BlazeDillon, except I missed the area with the already broken glass and the portal surface in it just after u get the portal gun. I came here to get a hint and it's a good thing u have a walkthrough video, cause i was stuck before i watched how to get passed that point (but after i got to that point i stopped the video and was able to solve the rest myself). Good map, can't wait to play the other 3. 8/10
Bowsakirby Mar 16 @ 8:56pm 
OH of course!! How do I keep forgetting? when in doubt, break windows! ^^
BlazeDillon Jan 19 @ 7:31am 
Amazingly detailed and aesthetically pleasing. BUT very poor conveance. I suggest adding visual ques to attract player toward a lever/button they might otherwise miss. I often found myself at a loss to where I'm supposed to go or what I am to be doing due to misleading walkways etc. That being said, I feel the level was decent otherwise and I would love to help or colaberate on a future project of yours. I have some player simple/medium difficulty puzzles I'd be more than willing to share if you have any interest as well as a few cinimatic and aeuthetic ideas.

I'm not expecting a response to this but feel more than free to message me if you'd like to hear any of my thoughts. Looking foward to future work by you.
Konke Jan 18 @ 12:30pm 
I like the layout. The puzzles were at times interesting, though some could be irritating when it's so easy to die and I have to start over with the puzzle. Not too difficult and overall a satisfying experience.
Johannes-im-Dampf Jan 5 @ 12:39pm 
A very nice map!
Urdu Oct 21, 2013 @ 4:25pm 
Very nice map. It has that 1950-60's Aperture Science industrial feel to it, and interesting elements such as the robot leaving on the elevator, waving as he goes up to the surface. lol
agimo.loehmer Oct 9, 2013 @ 6:13am 
how do you make such a great levels o.O
now i'm looking forward to play part 2 and 3 *-*

EPIC
PsychoBR Oct 8, 2013 @ 6:47am 
Olha só... que surpresa! Ainda não tinha visto um brasileiro tão habilidoso no workshop. Te adicionei como amigo. Valeu. ^^
Seji-Evan  [author] Oct 8, 2013 @ 6:02am 
@Dogman15: See? in the end was what i said.. you don't have patience... i know that the gameplay is not perfect and are some mechanics that are unusual, but the portal gun is not on a hard place to find.
Dogman15 Oct 8, 2013 @ 12:19am 
OH WOW. I totally did not even know that there was a portal gun there. http://www.youtube.com/watch?v=Xqs420fq5NI I was ambling about this map without a portal gun.
Seji-Evan  [author] Oct 7, 2013 @ 9:33pm 
@PsychoBR: Thanks =D for the gameplay dude hope that you make from the other maps too =D, e eu sou brasileiro tb fera é nóis XD

@Dogman15: I did the map in the way that i know, i'm not a professional and don't have full knowlege of game design, but what i know is taht some things on a map that are there just for decoration, and can't be reached, or opened by that same reason.
PsychoBR Oct 7, 2013 @ 5:59pm 
A-W-E-S-O-M-E! The look are simple EPIC! You are a damn professional? Thanks.
I recorded my gameplay (valve DEM file format):Download[dl.dropboxusercontent.com]. Comments inside video.

Turrets highly explosive. Handle with care
Dogman15 Oct 7, 2013 @ 3:49pm 
No seriously... if all I can do is jump, press buttons, and hold things, there are catwalks that can't be jumped onto, doors that won't open, platforms and stairs that are too high, and sometimes buttons that don't do anything. In some cases, even *if* I had a portal gun, I don't think I could become un-trapped. If Portal 2 allowed realistic jumping and navigation abilities, like another video game might, the map would be much more traversable.
Seji-Evan  [author] Oct 7, 2013 @ 5:12am 
Thanks, i appreciate your comment but if you used noclip is because you don't had the patience to solve... I know because i did this a lot in other maps just to find later in a second playthrough how simple was the solution.
Dogman15 Oct 7, 2013 @ 12:41am 
I guess it's good. I had to use noclip to get to a lot of places, though. Very well-made map; no one can deny that.
matthewsoccerkid Oct 5, 2013 @ 1:26pm 
i subscribed but where is the download option
phittte Oct 3, 2013 @ 10:54pm 
Beautiful map. I only had a small problem with breaking the window since it took me several tries to actually break it (and I would have almost given up). Unfortunately at a later stage I quit due to weird map behavior. There was a section with two portal surfaces divided by two fizzlers. I could deactivate one fizzler at a time only. Now I deactivated one fizzler, opened a portal on one surface, then waited in front of the other fizzler to deactivate so I could use the other portal surface to get through. But each time the fizzlers switched my first portal would disappear for absolutely no reason. No fizzler in front or on top of the surface, no rotating surface, nothing. Maybe it's a bug.
piotr_mil Oct 3, 2013 @ 8:30am 
Absoltely amazing map. Very well made, A+. One tiny problem I encountered: in the room with "Bridge quality control" sign, one can jump off the broken bridge and then onto the cube pipe. That won't kill the player, but walking down the pipe will, and that might be confusing.
Bayram Oct 1, 2013 @ 5:28am 
Fantastic! Very, very enjoyable. I have been waiting for the chance to break a window with a chair, which is what I did immediately and it worked on the first hit. Tiny criticisms: the knife switches that spark and fall back to the off position, if they do something they should stay on; the bright, clean-looking red and green pipes seem out of place; the button on the table that opens the door to the turret room would be better on the wall, where it could plausibly be wired to something.
Seji-Evan  [author] Sep 29, 2013 @ 10:13pm 
MAP3 Progress (RELEASED) 30/09/2013 CLICK HERE TO GO TOTHE PAGE
ZeggiK Sep 29, 2013 @ 3:24am 
I like this map !
Seji-Evan  [author] Jun 27, 2013 @ 6:16am 
Thanks to all of you =), map 3 is walking a little slow beacuse honestly i'm having some problems with things that i want to do and how to do it, is going well, but will take an while to get ready =)
2ndlifer4fun Jun 26, 2013 @ 9:48pm 
Great map! Really unique and well done!
chrismowe Jun 12, 2013 @ 11:41am 
the first thing i tried to do was break the window with a chair when I failed I spent 20 minutes looking for another solution. The rest was pretty good, if u added more puzzle elements it would be amazing
Cogitation 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.
Cogitation 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.
#GamerGate Shane 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.
Capacious Chrysmalis 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.
Teabag Crew #346 Mar 2, 2013 @ 4:13pm 
@Seji-Evan Ah. Makes sense.