Imperator
Quote from Coppermantis on November 4, 2012, 12:43 pmWinner of the first MyApertureInnovations mapping contest.
The theme for that contest was custom content so I introduced a few custom textures including portalable wall and overlays. There are also some semi-new (although I expect I'm not the first to use these) testing elements that are featured in the map.
Known bugs:
One strip of indicator lights has a part that behaves incorrectly
In the large room with the rocket turret, fizzler volume and ball catcher, dropping a box in the goo may not cause it to respawn
Fizzler volumes are too opaque
These issues will be addressed soon since I could not do so due to the contest deadline.
File Name: Imperator.zip
File Size: 6.99 MiB
Click here to download Imperator
Winner of the first MyApertureInnovations mapping contest.
The theme for that contest was custom content so I introduced a few custom textures including portalable wall and overlays. There are also some semi-new (although I expect I'm not the first to use these) testing elements that are featured in the map.
Known bugs:
One strip of indicator lights has a part that behaves incorrectly
In the large room with the rocket turret, fizzler volume and ball catcher, dropping a box in the goo may not cause it to respawn
Fizzler volumes are too opaque
These issues will be addressed soon since I could not do so due to the contest deadline.
File Name: Imperator.zip
File Size: 6.99 MiB
Click here to download Imperator
Quote from RogerL on November 5, 2012, 5:52 pmWow, I haven't played Portal One in so long, I had forgotten how different it was/is. I thought the map was a little confusing at first because of these long antlines -- it took a while to figure out what was attached to what. And I'm not sure I solved it correctly. In the energy pellet room, there was a long ramp that lead into the green fizzler surrounding the button and I never found a use for that. I just put the cube on the button manually. There was a pedestal button on the ledge that you have to fling up to, and I never did find out what it did. And also in that room there was something rolling around (on a button?) above the button which I couldn't tell what it was because it was so dark in there and too far away. The first two rooms were fairly easy to solve; I liked the third room, though -- it was a nice challenge.
Wow, I haven't played Portal One in so long, I had forgotten how different it was/is. I thought the map was a little confusing at first because of these long antlines -- it took a while to figure out what was attached to what. And I'm not sure I solved it correctly. In the energy pellet room, there was a long ramp that lead into the green fizzler surrounding the button and I never found a use for that. I just put the cube on the button manually. There was a pedestal button on the ledge that you have to fling up to, and I never did find out what it did. And also in that room there was something rolling around (on a button?) above the button which I couldn't tell what it was because it was so dark in there and too far away. The first two rooms were fairly easy to solve; I liked the third room, though -- it was a nice challenge.
Quote from Coppermantis on November 5, 2012, 9:54 pmThe intended solution is:
[spoiler]The button that opens the square door in that room also sends a ball rolling down that ramp. At the end is a button which closes the door upon being hit; just in time to stop you from getting into the door. You activate the green field as the ball passes through so that the reset trigger never gets hit, allowing you to go through into the box room.
Then, you can bring a box out through the corridor. The ledge button disables the fizzler on the end of the bridge between either side, allowing the cube to be brought up to the button.[/spoiler]
Did you just grab the box and toss it over the fizzler that isolates the dropper room? I imagine that that's possible, I should fix it. Makes the puzzle too easy.
The intended solution is:
Then, you can bring a box out through the corridor. The ledge button disables the fizzler on the end of the bridge between either side, allowing the cube to be brought up to the button.
Did you just grab the box and toss it over the fizzler that isolates the dropper room? I imagine that that's possible, I should fix it. Makes the puzzle too easy.
Quote from RogerL on November 6, 2012, 9:25 amCoppermantis wrote:Did you just grab the box and toss it over the fizzler that isolates the dropper room?No, I just placed a portal at the edge of that wall section and walked on the fizzler emitter.
How do you activate the green field? As far as I could tell, it was always active.
No, I just placed a portal at the edge of that wall section and walked on the fizzler emitter.
How do you activate the green field? As far as I could tell, it was always active.
Quote from Coppermantis on November 9, 2012, 6:52 pmRogerL wrote:Coppermantis wrote:Did you just grab the box and toss it over the fizzler that isolates the dropper room?No, I just placed a portal at the edge of that wall section and walked on the fizzler emitter.
How do you activate the green field? As far as I could tell, it was always active.
Fizzler fields are activated by the button with the sign that shows a cube being zapped. I intend to make it more indicative of the actual function later.
No, I just placed a portal at the edge of that wall section and walked on the fizzler emitter.
How do you activate the green field? As far as I could tell, it was always active.
Fizzler fields are activated by the button with the sign that shows a cube being zapped. I intend to make it more indicative of the actual function later.