[SP] Facade
Quote from sicklebrick on May 24, 2012, 10:22 amCheers, I really enjoyed this map
It took a little while to figure out the vertical pipes, but when I'm playing a map with such attention to detail and great visuals, there's a certain confidence that the map is completable and isn't gonna be some ridiculous solution - so I was happy exploring!
Cheers, I really enjoyed this map
It took a little while to figure out the vertical pipes, but when I'm playing a map with such attention to detail and great visuals, there's a certain confidence that the map is completable and isn't gonna be some ridiculous solution - so I was happy exploring!
Quote from zivi7 on May 26, 2012, 6:19 pmAwesome visuals and atmosphere! I had the same issue with the vertical part, I finally noclipped around to find out where to go next. I liked the wobbly panel in the final room. Unfortunatey, I accidently fizzled the real companion cube to find out that the freshly spawned one doesn't open the door - so apparently you have to bring the real one, well done!
Awesome visuals and atmosphere! I had the same issue with the vertical part, I finally noclipped around to find out where to go next. I liked the wobbly panel in the final room. Unfortunatey, I accidently fizzled the real companion cube to find out that the freshly spawned one doesn't open the door - so apparently you have to bring the real one, well done!
Quote from KennKong on May 26, 2012, 11:24 pmI don't know if this is fixable or not, but the giant fan rotates the wrong way.
This is a beautifully constructed map, but not much fun for me to play. I prefer maps with good puzzles to solve, not just chores to complete along the way. If you could combine your artistry with Chander's puzzle-making (to cite one outstanding example among the few true great ones), Valve might hire you to do Portal 3!
This is one of the best maps I never want to play again. 4/5.
I don't know if this is fixable or not, but the giant fan rotates the wrong way.
This is a beautifully constructed map, but not much fun for me to play. I prefer maps with good puzzles to solve, not just chores to complete along the way. If you could combine your artistry with Chander's puzzle-making (to cite one outstanding example among the few true great ones), Valve might hire you to do Portal 3!
This is one of the best maps I never want to play again. 4/5.
[spoiler]My YouTube Channel: Please subscribe!
My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from thingshappen on May 28, 2012, 3:35 amDidn't expect so many comments over a short period of time, thanks everyone.
sicklebrick wrote:Cheers, I really enjoyed this map
It took a little while to figure out the vertical pipes, but when I'm playing a map with such attention to detail and great visuals, there's a certain confidence that the map is completable and isn't gonna be some ridiculous solution - so I was happy exploring!The vertical pipes do confuse a fair few people, but I tried to make the area in which you explore pretty small, so it's easier to eventually find. Glad you enjoyed it.
zivi7 wrote:Awesome visuals and atmosphere! I had the same issue with the vertical part, I finally noclipped around to find out where to go next. I liked the wobbly panel in the final room. Unfortunatey, I accidently fizzled the real companion cube to find out that the freshly spawned one doesn't open the door - so apparently you have to bring the real one, well done!Yep, the real companion cube has a name, and only that cube with that name can open the door.
KennKong wrote:I don't know if this is fixable or not, but the giant fan rotates the wrong way.This is a beautifully constructed map, but not much fun for me to play. I prefer maps with good puzzles to solve, not just chores to complete along the way. If you could combine your artistry with Chander's puzzle-making (to cite one outstanding example among the few true great ones), Valve might hire you to do Portal 3!
This is one of the best maps I never want to play again. 4/5.
Thanks for the honest feedback. I'm not too great at developing puzzles, so I tried to hide it somewhat with the visuals and some unique 'puzzles' (or chores, heh). The fan is an easy fix, and I actually changed it so it went in that direction after consideration. Guess I should've left it.
Didn't expect so many comments over a short period of time, thanks everyone.

It took a little while to figure out the vertical pipes, but when I'm playing a map with such attention to detail and great visuals, there's a certain confidence that the map is completable and isn't gonna be some ridiculous solution - so I was happy exploring!
The vertical pipes do confuse a fair few people, but I tried to make the area in which you explore pretty small, so it's easier to eventually find. Glad you enjoyed it.
Yep, the real companion cube has a name, and only that cube with that name can open the door.
This is a beautifully constructed map, but not much fun for me to play. I prefer maps with good puzzles to solve, not just chores to complete along the way. If you could combine your artistry with Chander's puzzle-making (to cite one outstanding example among the few true great ones), Valve might hire you to do Portal 3!
This is one of the best maps I never want to play again. 4/5.
Thanks for the honest feedback. I'm not too great at developing puzzles, so I tried to hide it somewhat with the visuals and some unique 'puzzles' (or chores, heh). The fan is an easy fix, and I actually changed it so it went in that direction after consideration. Guess I should've left it.
Quote from BEARD! on June 22, 2012, 10:24 amMirroring my workshop feedback here, so that TWP visitors can see it:
I'm not quite sure what the story was here. One moment we're worried about multiverses in a decayed aperture, next we're in a relatively clean chamber? Either way, the puzzles were great, and visually everything was more than up to scratch. Getting the blue gel to land in the right spot was a pain - but then again, players never look up, so that one's my own fault. Thanks for mapping.
Mirroring my workshop feedback here, so that TWP visitors can see it:
I'm not quite sure what the story was here. One moment we're worried about multiverses in a decayed aperture, next we're in a relatively clean chamber? Either way, the puzzles were great, and visually everything was more than up to scratch. Getting the blue gel to land in the right spot was a pain - but then again, players never look up, so that one's my own fault. Thanks for mapping.
Co-operative: Lightspeed Upstairs Downstairs