Imperator Portal 1 Singleplayer Map

4.6 / 5 (9 votes)

AuthorUpload DateDifficulty
Coppermantis
31 October, 2012Medium
ContributorFile SizeDownloads/Views

6.99 MB186/274

Medium-difficulty composed of two main rooms and two tutorial rooms to introduce semi-new mechanics. All custom materials are made by me.

Enjoy! If you encounter any bugs, please report them to me.



Comments:

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Posted by HugoBDesigner on 1 November 2012 at 1:29:36 AM

I played your map and it looks awesome, but your map was a bit laggy to me, because the map is big. But I found something interesting: you can bring ALL the cubes until the elevator, without cheating. Nice concepts!
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Posted by Coppermantis on 1 November 2012 at 1:38:59 AM

Oh? That's interesting. I don't think it should be game-breaking, so that's fine. However, I'm wondering how you managed to get the fling room's cube to the elevator. As far as I know there's only one way between that room and the hub, and that's through a permanent fizzler.
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Posted by HugoBDesigner on 1 November 2012 at 3:13:44 PM

Coppermantis wrote:Oh? That's interesting. I don't think it should be game-breaking, so that's fine. However, I'm wondering how you managed to get the fling room's cube to the elevator. As far as I know there's only one way between that room and the hub, and that's through a permanent fizzler.


I discovered that through the High Energy Pellet Hole, you can shoot a Portal to the room next to the hub. Then it's just shoot a portal through the grid, in the corner.
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Posted by Coppermantis on 2 November 2012 at 2:32:59 AM

I see. Did you have any trouble figuring out the puzzles? Were they too easy or too confusing?
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Posted by HugoBDesigner on 3 November 2012 at 3:59:09 PM

Coppermantis wrote:I see. Did you have any trouble figuring out the puzzles? Were they too easy or too confusing?

The map is good. But, because it's too big, can be a bit confusing, but not much. Ah, and in the corridor to the High Energy Pellet Catcher's room, in the "moving stairs" thing, the dynamic indicator lights, on the wall, looks to be bugged, the middle part turns on when everything else is off. But was just it, the entire map was very well made (:dance:)
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Posted by Coppermantis on 3 November 2012 at 6:52:49 PM

Thanks for the feedback. I did not encounter the indicator bug but I'll look into it.
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Posted by HugoBDesigner on 4 November 2012 at 7:11:42 PM

Coppermantis wrote:Thanks for the feedback. I did not encounter the indicator bug but I'll look into it.


Ah, and congratulations! For now you're the winner of the contest!!
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Posted by pitkakorva on 6 November 2012 at 4:37:49 PM

Congrats for the win !:)
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Posted by Coppermantis on 7 November 2012 at 12:32:55 AM

Thanks!



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