Portal 2 map
============
Greeting from Hungary :)
*** This is not a map with tests, only a fun room, no puzzles! ***
- To run it, copy the bsp to:
  ...\Steam\SteamApps\common\portal 2\portal2\maps\
- Ingame enable the console: options / keyboard / allow dev console
  For me the hotkey (to bring up console) only works if I hit that hotkey just after I hit single player menu or after I click on the back button.
- type into the console: 
  map damagepy_timeportal_test
  
  
!!! Its just a showcase map, NO PUZZLES (yet)!
I've tested a new concept, made a simple room to test it, and then detailed it.
- I also added an optional "objective" to find a way out to the surface (just for fun). I will make an outdoor puzzle later :)
My other maps:
http://steamcommunity.com/profiles/76561197971386524/myworkshopfiles?appid=620

ps: I didnt expected that a tryout concept map can be as popular as an actual map, so I'll definetely make a map based on this idea. But the actual puzzles will not depend on time travel, maybe events (but not objects) in the past affect the future, but it will be mainly for story (if you open a door or activate a panel or turn on/off something in the past, it affects every future, and you can also change things in each timeperiod). I plan multiple timetravel ahead, and every time the room and the area is more decayed, till the very end, where its so destroyed, its almost outdoor. Some puzzle/power fixing and indicators gathering (as in my map #3) to power up the portal again, plus 1-2 almost outdoor area. I was afraid if ppl will not like the idea of an outdoor scene, since it cant fit into the portal story and universe, but it will be a totally different story, so no problem.

To answer some question:
- in my maps whenever a music starts, I display the title in the bottom left corner. They are from game Unreal (1995).
- It was just a concept map made for myself half year ago, and I decided that I publish it to workshop to see if players like the idea. It was just the room, where you could walk around. But I had 7 extra hour before diablo3 launch so I added the escape part just for fun, so if someone actually tries it, will have something to do. As for the outdoor ending, I just threw some tree and object there, not detailed (wanted a valley with lots vegetation, small lake, ancient ruins etc) but since its ugly atm, thats why the map stops before surfacing. In my next map, you will be able to walk around and do some fling and repair puzzle there.
- I'll start makint he map as soon as I stopped playing D3 :)
- the map has no story, I just added eggbot for fun, since in my map #3, I used Atlas.
- I will make a spearate new map, this will stay as just a concept map. And will no be too hard (maybe optional hard puzzles), I will mainly focus on having fun.

Btw the portal is circle, because this prop was the only that I found in portal2 that have the perfect size. World portals are rectangular (this one too, just I hid the edges inside the frame, if you watch from the front, its a square), but since portals in portal are circle (eclipse), it look better this way. And the fizzler field is needed to prevent moving objects or to place 2 portal in each time, since it could be weird, that you can travel between times using the normal portalgun portals (if I allow placing one in the past and one in the future)

  
My steamid: damagepy
E-mail: damagepy@freemail.hu
My Portal 1 and 2 maps webpage:
  http://heroes.hardwired.hu/portal

  
Portal maps and forums:
http://www.thinkingwithportals.com/
  


