[SP] [Sp] The Second Exodus (v2.0)
Quote from sicklebrick on September 10, 2012, 9:27 pmHeh, I guess it depends on whether it gets the path from argv[0] or the kernel32.dll function.
I can sorta see what you're getting at now though.. even if you have to alter game configs, portal will still work with the junction and steam won't know anything's changed... I like it.
Heh, I guess it depends on whether it gets the path from argv[0] or the kernel32.dll function.
I can sorta see what you're getting at now though.. even if you have to alter game configs, portal will still work with the junction and steam won't know anything's changed... I like it.

Quote from josepezdj on September 12, 2012, 8:40 amOK guys, this is what I've found "junctioning", please let me know if this is what you were talking about:
1. Exit Steam...
2. Open up a command prompt as the administrator. (Start ? All Programs ? Accessories ? Right click on Command Prompt ? Run As Administrator) (I'm on Win7 x64)
3. Use the mklink command to create a directory junction link from the old location to the new location, like so:
mklink /J "C:Program Files (x86)Steamsteamappscommonportal 2" "C:SteamAppsportal2"
This way I'll have my /Portal 2 folder without that space, and outside C:Program Files (x86) which makes other 2 spaces... directly into c:Steamapps.
I'll try this evening. If it works, I'll run buildmodelforworld command...
EDIT
Nope... I cannot achieve it by the above method. Looks like the spaces are a problem for acceeding into those folders (good memories of MS-DOS...). So I continued searching and found a GUI called Junction Link Magic that works great!
However, I tried to run the buildmodelforworld but everytime the console log displays a lot of errors whether if I do the junction or not... I've checked into the bsp though with pakrat, and there is a new file called simpleworldmodel.vmt which contains this:
- Code: Select all
"patch"
{
"include" "materials/engine/simpleworldmodel.vmt"
"insert"
{
"$basetexture" "models/maps/sp_jose_the_second_exodus/simpleworldmodel"
"$albedo" "models/maps/sp_jose_the_second_exodus/simpleworldmodel_albedo"
"$lightmap" "models/maps/sp_jose_the_second_exodus/simpleworldmodel_lightmap"
}
}But I don't think only that is what I should have, right? In MEDIUM settings I keep watching the water ugly and flashing...
The only drawback of moving the whole Steam folder to be able to use buildmodelforworld is that anyway I'll have a space into "Portal 2", so I don't think it would be useful... I think re-installing the game (ofc into folders without spaces) would be the best option...
OK guys, this is what I've found "junctioning", please let me know if this is what you were talking about:
1. Exit Steam...
2. Open up a command prompt as the administrator. (Start ? All Programs ? Accessories ? Right click on Command Prompt ? Run As Administrator) (I'm on Win7 x64)
3. Use the mklink command to create a directory junction link from the old location to the new location, like so:
mklink /J "C:Program Files (x86)Steamsteamappscommonportal 2" "C:SteamAppsportal2"
This way I'll have my /Portal 2 folder without that space, and outside C:Program Files (x86) which makes other 2 spaces... directly into c:Steamapps.
I'll try this evening. If it works, I'll run buildmodelforworld command...
EDIT
Nope... I cannot achieve it by the above method. Looks like the spaces are a problem for acceeding into those folders (good memories of MS-DOS...). So I continued searching and found a GUI called Junction Link Magic that works great!
However, I tried to run the buildmodelforworld but everytime the console log displays a lot of errors whether if I do the junction or not... I've checked into the bsp though with pakrat, and there is a new file called simpleworldmodel.vmt which contains this:
- Code: Select all
"patch"
{
"include" "materials/engine/simpleworldmodel.vmt"
"insert"
{
"$basetexture" "models/maps/sp_jose_the_second_exodus/simpleworldmodel"
"$albedo" "models/maps/sp_jose_the_second_exodus/simpleworldmodel_albedo"
"$lightmap" "models/maps/sp_jose_the_second_exodus/simpleworldmodel_lightmap"
}
}
But I don't think only that is what I should have, right? In MEDIUM settings I keep watching the water ugly and flashing...
The only drawback of moving the whole Steam folder to be able to use buildmodelforworld is that anyway I'll have a space into "Portal 2", so I don't think it would be useful... I think re-installing the game (ofc into folders without spaces) would be the best option...
Quote from HMW on September 13, 2012, 8:38 amIt sounds like it's still not working. You should get a lot more files besides that one VMT.
I'd just move the folder if I were you.(The space in "Portal 2" apparently doesn't matter. It's everything in the path before the main "steam" folder (e.g. "Program Files") that is a problem.)
It sounds like it's still not working. You should get a lot more files besides that one VMT.
I'd just move the folder if I were you.
(The space in "Portal 2" apparently doesn't matter. It's everything in the path before the main "steam" folder (e.g. "Program Files") that is a problem.)
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

Quote from josepezdj on September 14, 2012, 5:31 amHMW wrote:(The space in "Portal 2" apparently doesn't matter. It's everything in the path before the main "steam" folder (e.g. "Program Files") that is a problem.)I moved all steam folder to my root "C:" but it seems that the space into "Portal 2" does count:
[spoiler]
- Code: Select all
] buildmodelforworld
Compilation of "c:steamsteamappscommoncontentportal2_dlc2materialsrcmodelsmapssp_jose_the_second_exodus/simpleworldmodel.tga" succeeded
Compilation of "c:steamsteamappscommoncontentportal2_dlc2materialsrcmodelsmapssp_jose_the_second_exodus/simpleworldmodel_lightmap.tga" succeeded
Compilation of "c:steamsteamappscommoncontentportal2_dlc2materialsrcmodelsmapssp_jose_the_second_exodus/simpleworldmodel_albedo.tga" succeeded
Compilation of "c:steamsteamappscommoncontentportal2_dlc2modelsmapssp_jose_the_second_exodus/simpleworldmodel_water.qc" succeeded
Compilation of "c:steamsteamappscommoncontentportal2_dlc2modelsmapssp_jose_the_second_exodus/simpleworldmodel.qc" succeeded
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel.mdl! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel.dx90.vtx! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel.vvd! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel_water.mdl! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel_water.dx90.vtx! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel_water.vvd! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel.pwl.vtf! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel.vtf! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel_albedo.pwl.vtf! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel_albedo.vtf! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel_lightmap.pwl.vtf! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel_lightmap.vtf! (errno 2)
*****************It is recommended to quit the game after running buildmodelforworld! Leaks rendertargets!****************[/spoiler]
If you check, only those "simpleworldmodels" which paths involve the folder "Portal 2" fail.However... looks like the model for the water succeeded... lol... maybe I don't have to reinstall the game
. I'll check it later today in medium shader detail settings because I had to go and didn't do... Anyway, I don't really like the idea of letting this "incomplete" so I might reinstall the game in a folder without spaces...
I moved all steam folder to my root "C:" but it seems that the space into "Portal 2" does count:
- Code: Select all
] buildmodelforworld
Compilation of "c:steamsteamappscommoncontentportal2_dlc2materialsrcmodelsmapssp_jose_the_second_exodus/simpleworldmodel.tga" succeeded
Compilation of "c:steamsteamappscommoncontentportal2_dlc2materialsrcmodelsmapssp_jose_the_second_exodus/simpleworldmodel_lightmap.tga" succeeded
Compilation of "c:steamsteamappscommoncontentportal2_dlc2materialsrcmodelsmapssp_jose_the_second_exodus/simpleworldmodel_albedo.tga" succeeded
Compilation of "c:steamsteamappscommoncontentportal2_dlc2modelsmapssp_jose_the_second_exodus/simpleworldmodel_water.qc" succeeded
Compilation of "c:steamsteamappscommoncontentportal2_dlc2modelsmapssp_jose_the_second_exodus/simpleworldmodel.qc" succeeded
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel.mdl! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel.dx90.vtx! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel.vvd! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel_water.mdl! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel_water.dx90.vtx! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/models/maps/sp_jose_the_second_exodus/simpleworldmodel_water.vvd! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel.pwl.vtf! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel.vtf! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel_albedo.pwl.vtf! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel_albedo.vtf! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel_lightmap.pwl.vtf! (errno 2)
Unable to remove c:steamsteamappscommonportal 2portal2_dlc2/materials/models/maps/sp_jose_the_second_exodus/simpleworldmodel_lightmap.vtf! (errno 2)
*****************It is recommended to quit the game after running buildmodelforworld! Leaks rendertargets!****************
If you check, only those "simpleworldmodels" which paths involve the folder "Portal 2" fail.
However... looks like the model for the water succeeded... lol... maybe I don't have to reinstall the game . I'll check it later today in medium shader detail settings because I had to go and didn't do... Anyway, I don't really like the idea of letting this "incomplete" so I might reinstall the game in a folder without spaces...
Quote from HMW on September 15, 2012, 7:30 amOh! I just realised something else.
The reason that the space in "Portal 2" is not a problem for me is, that all of my build files are in the SourceMods folder. So the actual path to the game files has no spaces.
I made a small batch script that starts the game with a classic old "8.3" file name as the game directory. Put this into your "portal2_dlc2" folder and run it. Then, load your map (which is also in "portal2_dlc2") and type "buildmodelforworld".
Oh! I just realised something else.
The reason that the space in "Portal 2" is not a problem for me is, that all of my build files are in the SourceMods folder. So the actual path to the game files has no spaces.
I made a small batch script that starts the game with a classic old "8.3" file name as the game directory. Put this into your "portal2_dlc2" folder and run it. Then, load your map (which is also in "portal2_dlc2") and type "buildmodelforworld".
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from FelixGriffin on September 15, 2012, 8:48 amAwesome! Thanks!
Awesome! Thanks!

Quote from josepezdj on September 16, 2012, 2:53 amGREAT!!! It works! Thanks HMW! I'll update my map ASAP.
EDIT
OK, the map is updated to v2.0.2... Basically I changed the player from Bendy to Chell, added some info_particle_systems I forgot, including some water mist, and I've included that "simpleworldmodel" I was able to create with HMW's help
...Wow! it's around 40MB more! looks like it's a whole version of the map with the basic stuff for low settings or whatever... I almost can't upload tio the worshop (92MB). But anyway, those bad flashing reflection on the water have been removed.
Anyway, it keeps being strongly recommendable to run the map at least on HIGH SHADER DETAIL SETTINGS... in order to watch it as originally intended by me
.
I have to invest more time yet in this map though, in order to make better that simpleworldmodel (some of my signage textures for example are missing in the reflection on the water's surface, and I bet I know why that is happening...). I may update it once more if I have a better version...
And btw, the following is the OFFICIAL video solution I've recorded for the very last version (to date) of the map (v2.2). It's only the "normal run" (no easter egg playthorugh). As it is shown, it's not perfect but I wanted it not to be it in fact, in order to show that even failing at some steps and having to employ more than just one attempt it can be made with a relative ease
...
I sincerely hope that it can be used only as a consultation video if you're stuck at a certain point, but you try to continue solving it after having sorted out that specific point...![]()
======================================
OFFICIAL SOLUTION VIDEO
(normal run / no easter egg)
======================================[spoiler]uKAS9f765TU[/spoiler]
Pending to solve:
- The access to the easter egg area and collection of the companion cube.
- The 3 hidden overlays. Even though they are dedicated to my 3 beta-testers (who I think that already found them all), they can be found by anyone. Just take a picture of all of them and post them if you think this mini-game is funny
![]()
(hint: they're all into the same area......... near the stasis bed)
I'll be so glad to watch some video showing this pending stuff!
GREAT!!! It works! Thanks HMW! I'll update my map ASAP.
EDIT
OK, the map is updated to v2.0.2... Basically I changed the player from Bendy to Chell, added some info_particle_systems I forgot, including some water mist, and I've included that "simpleworldmodel" I was able to create with HMW's help ...Wow! it's around 40MB more! looks like it's a whole version of the map with the basic stuff for low settings or whatever... I almost can't upload tio the worshop (92MB). But anyway, those bad flashing reflection on the water have been removed.
Anyway, it keeps being strongly recommendable to run the map at least on HIGH SHADER DETAIL SETTINGS... in order to watch it as originally intended by me .
I have to invest more time yet in this map though, in order to make better that simpleworldmodel (some of my signage textures for example are missing in the reflection on the water's surface, and I bet I know why that is happening...). I may update it once more if I have a better version...
And btw, the following is the OFFICIAL video solution I've recorded for the very last version (to date) of the map (v2.2). It's only the "normal run" (no easter egg playthorugh). As it is shown, it's not perfect but I wanted it not to be it in fact, in order to show that even failing at some steps and having to employ more than just one attempt it can be made with a relative ease ...
I sincerely hope that it can be used only as a consultation video if you're stuck at a certain point, but you try to continue solving it after having sorted out that specific point...
======================================
OFFICIAL SOLUTION VIDEO
(normal run / no easter egg)
======================================
Pending to solve:
- The access to the easter egg area and collection of the companion cube.
- The 3 hidden overlays. Even though they are dedicated to my 3 beta-testers (who I think that already found them all), they can be found by anyone. Just take a picture of all of them and post them if you think this mini-game is funny
(hint: they're all into the same area......... near the stasis bed )
I'll be so glad to watch some video showing this pending stuff!
Quote from Sphyrch on September 17, 2012, 5:27 pmplaying maps like crazy over the past few days and this is one of those that i enjoyed the most. custom style is very attractive and puzzle is solid.
i was able to get the complete solution but it took approx one hour
no doubt 5/5
playing maps like crazy over the past few days and this is one of those that i enjoyed the most. custom style is very attractive and puzzle is solid.
i was able to get the complete solution but it took approx one hour no doubt 5/5
Quote from Mr Waterhandle on September 18, 2012, 4:30 amI finished it last week. The thing is about this map is while I had a lot of frustration playing it, it also has a lot of good things going for it that made me keep trying. Getting the cube from the dropper in the third room is where I needed a video, but felt very stupid once I saw the solution, so that's good.
It's a beautiful map, no doubt. Unforunately due to having a sort of bad PC this also means some framedrops and slowdown or whatever you want to call it. It's never a huge deal, but it can become frustrating when trying to do fling puzzles and such. I realised I quick saved a lot and it felt like I really needed them, which is not really a good thing, but it's not really fair to judge it on that, because I never really saw the mapper's savepoints. Except for once, when I made the fling to the central button in the third room, which is probably the worst offender in terms of reflexes required. I slipped off the button and fell in the water, and pretty much raged until I saw I was spawned right on the button again. Thanks for that.
The thing that I think definately needs some improvement, is this: in the second room, [spoiler]there's a portable surface on the pillar up above, directly opposite to this red core thing, along with a portable surface on the floor. I'm pretty sure this was intended, correct me if I'm wrong, but I used that for momentum to get the redirection cube on the bridge in the third room. The problem with that is, for one, that you need to go back over these rail elevator at least twice (granted, it's possible to do it in one go, but that pretty much requires prerequisite knowledge of th emap) to set it up, which isn't exactly exciting to do, but it's very easy to mess it up, which means you'll have to do the funfunfuntime elevator ride all over again, unless you use quicksaves. It's not unlikely that a player with not that amazing reflexes (like me) and a bit of slowdown will screw this up at least 3 to 5 times, which is pretty horrible. It doesn't help that there's some weird small invisible wall thing on the other side, next to the staircase floor portable surface, so you have to approach it from a particular angle.[/spoiler]
What I suggest is that you change the geometry such that a player falls down and slides so that you can't fling over the portable floor adjacent to the pillar in the 2nd room. Perhaps, if this is not too much work, even increase the height to allow more time.
I also had the same problem as HMW at the second redirection cube lifting, that it takes quite some attempts to do. This is less frustrating then the above example, because there is less chance of screwing things up due to simply going up and down between floor portals, and this actually felt somewhat exciting to do.. unless you actually screw up and drop the cube into the water, which I did, thank god for quick loads.
Another part, with [spoiler]catching the cube from the dropper in the third room, it takes a few attempts as well. There seems to be a slight delay before the cube drops? I would suggest simply extending that delay for as long as possible, without breaking the puzzle.[/spoiler]
Also, [spoiler]it seems you're kind of boned if you don't have momentum between floor portals during the final part? If you placed both portals in the 2nd room, there seems to be no way to get back to the third, as the elevators have stopped, and I think the setup with the pillar changed and such. I could be wrong, though.[/spoiler]
Despite all that and more, I would probably still rate this map fairly high, and gave you a thumbs up. It's just that, like Portal Prelude ocasionally, it requires nigh batshit insane moves from the user. But there's some appeal to that as well.
I finished it last week. The thing is about this map is while I had a lot of frustration playing it, it also has a lot of good things going for it that made me keep trying. Getting the cube from the dropper in the third room is where I needed a video, but felt very stupid once I saw the solution, so that's good.
It's a beautiful map, no doubt. Unforunately due to having a sort of bad PC this also means some framedrops and slowdown or whatever you want to call it. It's never a huge deal, but it can become frustrating when trying to do fling puzzles and such. I realised I quick saved a lot and it felt like I really needed them, which is not really a good thing, but it's not really fair to judge it on that, because I never really saw the mapper's savepoints. Except for once, when I made the fling to the central button in the third room, which is probably the worst offender in terms of reflexes required. I slipped off the button and fell in the water, and pretty much raged until I saw I was spawned right on the button again. Thanks for that.
The thing that I think definately needs some improvement, is this: in the second room,
What I suggest is that you change the geometry such that a player falls down and slides so that you can't fling over the portable floor adjacent to the pillar in the 2nd room. Perhaps, if this is not too much work, even increase the height to allow more time.
I also had the same problem as HMW at the second redirection cube lifting, that it takes quite some attempts to do. This is less frustrating then the above example, because there is less chance of screwing things up due to simply going up and down between floor portals, and this actually felt somewhat exciting to do.. unless you actually screw up and drop the cube into the water, which I did, thank god for quick loads.
Another part, with
Also,
Despite all that and more, I would probably still rate this map fairly high, and gave you a thumbs up. It's just that, like Portal Prelude ocasionally, it requires nigh batshit insane moves from the user. But there's some appeal to that as well.

Quote from josepezdj on September 18, 2012, 4:44 amSphyrch wrote:playing maps like crazy over the past few days and this is one of those that i enjoyed the most. custom style is very attractive and puzzle is solid.
i was able to get the complete solution but it took approx one hourno doubt 5/5
Thank you so much for those kind words! You cheered me up!
I'm so glad that you finished the map and you found it a good one! If you like it that much I'd suggest you to stay tuned to my upcoming mod, The Enceladus Initiative, you can link to it from my signature.
Also, I expect to release a demo soon, now that I finished up with this map.
Btw, you can actually rate the map by going to the download page (not this topic) and scroll down to where the "Rate" button is (into the "Details" box)
[spoiler]Did you manage to carry the 2 cubes to the end and enter the easter egg to grab the companion cube? I cheer you up on doing so... it's not too difficult, but it's very funny!
[/spoiler]
@Mr Vapour Waterhandle: WOW, man... THNAK YOU so much for such that lot of feedback!!
I sincerely appreciate it! Let me reply in detail:
Mr Waterhandle wrote:I finished it last week. The thing is about this map is while I had a lot of frustration playing it, it also has a lot of good things going for it that made me keep trying.I thank your perseverance and interest in my map. It's nice to hear that afterall that thrust did finally manage to make you complete it
I know that certain steps may cause a bit of frustration, but I also know that, as you said, once achieved they bring more satisfaction amount
I've been tweaking each step and movement into each version of the map in order to minimize the risk of failure...
Mr Waterhandle wrote:Getting the cube from the dropper in the third room is where I needed a video, but felt very stupid once I saw the solution, so that's good.Yeah! indeed there is also anothe way... an easier one that Sicklebrick performed (if you check some posts above there's a video playthrough) and which I didn't want to avoid: [spoiler]you can stand on that little platform where the prop button is, then place the bridge underneath so it holds the cube, and then simply jump down to the bridge...[/spoiler]. And if you are referring to the way of carrying the cube on to the floor button, well I intentionally designed the puzzle in room 3 with regards to the bridges that complex way in order to make your way to the floor button almost impossible if you were thinking of using ninja jumps and reportalling in midair at the time you throw the cube up and regrabbing it once and again...
Mr Waterhandle wrote:Another part, with catching the cube from the dropper in the third room, it takes a few attempts as well. There seems to be a slight delay before the cube drops? I would suggest simply extending that delay for as long as possible, without breaking the puzzle.Well, to be frank, I really think that the time there is eough to make the player think of different creative ways to get the cube... otherwise it would have been to straight forward and boring. As mentioned above, and as shown in my video and in Sickle's, there are at least 2 ways of saving the cube in time with not much difficulty.
About the lag you mentioned, I'm sorry to hear. I optimized the map as much as I could (when you're at room 3 only the corridor with the moving platforms and room 3 are rendered)... but anyway I think I still can introduce a couple of skip/hint brushes more there and improve the performance.
Regarding savepoints, I placed a lot of them, overall in room 3
But I understand that you quicksave yourself every once in a while (lol I also do and I know my savepoints
). You wouldn't have felt frustrated regarding that.
And about that second laser beam area and positioning the cube on the bridge, hmmm... I'll look into it again, but I never really have much problem...
About the moving platforms annoyance...
ATTEMPTING TO REDUCE THE POST LENGTH... HEHE
[spoiler]It is not the first time I hear about that. I even made that round somposed by 5 of them and increased their speed. If you know the map, as shown in the solution video, only 1 go is needed (from 2 to 3) not any other one more... But it's true that at least 1 go back is required if you don't know the map, and several if you failI'm not sure of what to do there without remmoving the platforms part, and I don't feel like removing them because I love them (despite of the rest of players!)... I missed them from Portal era... Indeed, in the first chapters of my mod there will be some maps based on them (but I promise they'll be funny as the platforms will be part of the puzzles this time
)[/spoiler]
I'm sorry about that invisible brush you mention near the stairs... you're right! I moved the floor tiles after an update making them closer to the stairs and I forgot about that little brush which btw is supposed to help the player get on the stairs... thanks for pointing that out, I'll fix that
Mr Waterhandle wrote:What I suggest is that you change the geometry such that a player falls down and slides so that you can't fling over the portable floor adjacent to the pillar in the 2nd room. Perhaps, if this is not too much work, even increase the height to allow more time.2nd ATTEMPT
[spoiler]About the white tiles height on the column, it's measured indeed for allowing a perfect momentum [spoiler]to place the cube on the first bridge[/spoiler]. And also, if the height would be increased [spoiler]it will affect badly to the puzzle of pressing the ceiling button! I want the player to return and use room 1 for that... this step only requies you to enter sloowly into one portal (on the floor at room 3) and then to quickly look down after getting out from the other portal (on the column) and place the portal on the floor...[/spoiler] I know maybe of the steps in the map requires certain ability... but ey! what about all the training received?[/spoiler]
Mr Waterhandle wrote:Also, it seems you're kind of boned if you don't have momentum between floor portals during the final part? If you placed both portals in the 2nd room, there seems to be no way to get back to the third, as the elevators have stopped, and I think the setup with the pillar changed and such. I could be wrong, though.Hmmm... good point! At that time the player should know what and how to do though, but I'll look into it and introduce any chace of escape there without compromising the puzzles...
Again Thank you so much for your valuable feedback and support
i was able to get the complete solution but it took approx one hour

Thank you so much for those kind words! You cheered me up! I'm so glad that you finished the map and you found it a good one! If you like it that much I'd suggest you to stay tuned to my upcoming mod, The Enceladus Initiative, you can link to it from my signature.
Also, I expect to release a demo soon, now that I finished up with this map.
Btw, you can actually rate the map by going to the download page (not this topic) and scroll down to where the "Rate" button is (into the "Details" box)

@Mr Vapour Waterhandle: WOW, man... THNAK YOU so much for such that lot of feedback!! I sincerely appreciate it! Let me reply in detail:
I thank your perseverance and interest in my map. It's nice to hear that afterall that thrust did finally manage to make you complete it I know that certain steps may cause a bit of frustration, but I also know that, as you said, once achieved they bring more satisfaction amount
I've been tweaking each step and movement into each version of the map in order to minimize the risk of failure...
Yeah! indeed there is also anothe way... an easier one that Sicklebrick performed (if you check some posts above there's a video playthrough) and which I didn't want to avoid:

Well, to be frank, I really think that the time there is eough to make the player think of different creative ways to get the cube... otherwise it would have been to straight forward and boring. As mentioned above, and as shown in my video and in Sickle's, there are at least 2 ways of saving the cube in time with not much difficulty.
About the lag you mentioned, I'm sorry to hear. I optimized the map as much as I could (when you're at room 3 only the corridor with the moving platforms and room 3 are rendered)... but anyway I think I still can introduce a couple of skip/hint brushes more there and improve the performance.
Regarding savepoints, I placed a lot of them, overall in room 3 But I understand that you quicksave yourself every once in a while (lol I also do and I know my savepoints
). You wouldn't have felt frustrated regarding that.
And about that second laser beam area and positioning the cube on the bridge, hmmm... I'll look into it again, but I never really have much problem...
About the moving platforms annoyance...
ATTEMPTING TO REDUCE THE POST LENGTH... HEHE


I'm sorry about that invisible brush you mention near the stairs... you're right! I moved the floor tiles after an update making them closer to the stairs and I forgot about that little brush which btw is supposed to help the player get on the stairs... thanks for pointing that out, I'll fix that

2nd ATTEMPT

Hmmm... good point! At that time the player should know what and how to do though, but I'll look into it and introduce any chace of escape there without compromising the puzzles...
Again Thank you so much for your valuable feedback and support