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[SP] Molybdenum

A singleplayer map taking place in the destroyed Aperture setting. Fairly challenging puzzle using light bridges, funnels, gels, boxes, lasers and turrets.

File Name: SP_Molybdenum.zip
File Size: 5.3 MiB
Click here to download [SP] Molybdenum

Updated with the more recent version, the old one didn't have portal bumpers.

theres lots of bugs here. For example the box by the turrets, I painted blue and then had no way to clean it, so I figured I'll just destroy it and get a new one, but it went through both an emancipation grill and bounced through slime both without dissolving. I finally found the slime pit in the large room will destroy it.

Then in that same area with the box and 4 turrets, I found myself trapped there, when standing where the cube is. There's an invisible wall. I could throw the box through it, but I couldnt walk through it. I had no way out. By then I just didnt feel like starting all over and quit.

Nice use a props for look and feel

Lenghty multichamber map featuring different styles, each barely average in quality. Puzzles got tuned for beginners, aka uninteresting: but at least the gel one can be beaten in multiple ways. The hub based layout does not really develop any further than as a room selector.

Bug: the 4 turrets facing each other are surrounded by an invisible fence. If you get inside their platform, you will have to jump it (giving your back to the glass: on the right).

the hills are alive... with the sound of music

You have some good ideas, but they get lost among the major gameplay problems. The biggest ones that stand out to me are in the room with the 4 turrets. The fizzler there doesn't fizzle turrets - you can grab the one nearest to you on the ledge and it goes through it just fine. Then if you manage to get on the platform with the turrets and kick them all over, you are player clipped stuck to be on that platform and there is no escape. I'm assuming you added that clip to enforce players beating the puzzle with your intended solution, but it's sloppy and makes zero sense.

You have extreme inconsistent texture application, and I only vaguely got the sense of the "destroyed" theme you were going for. The area with the gels is the worst - the extremely bright lights is far from the dark and shadowy standard for destroyed maps.

I like that the map gives the player and overall goal - get the three cubes - but the map needs a lot of work before it's really that fun or playable.

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I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

bW35UfJv7BE
(Link: http://www.youtube.com/watch?v=bW35UfJv7BE)

Also note the video description for more feedback and my signature for additional project information.

I think a rating of 3/5 is a bit harsh, it may not be perfect but it is a better map than most of the 3/5 out there. I did wonder what's the gel and ramp are for, though, as I did not need them. Are they just a red herring?

EDIT: my 4/5 put it at 4/5

I agree with other posters about the player clip around the 4 turrets. A grill would have done the job. I never got the one and two dots in the gel room; I didn't need any orange at all, and just a dab of blue. I'm not a big fan of being a painter rather than a player; in this case and in most other maps with conversion gel, a portal surface would have sufficed without sacrificing any of the puzzle. Just 3/5 from me.

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