Logic Portals : Levels [00-03]+NEW[04].beta
Quote from DeviMon on February 15, 2008, 3:49 pmI liked the map
it took me about 20 minutes to understand the first room but the second was easy when you knew how to do the angular fling it
i did the map in about 58 mins and after i did it i did it again it only 15 mins
i am trying to do a speedrun to this map ^^ I think everything was good except floor signs (i didn't understand them o_O) nice map
I liked the map
it took me about 20 minutes to understand the first room but the second was easy when you knew how to do the angular fling it
i did the map in about 58 mins and after i did it i did it again it only 15 mins
i am trying to do a speedrun to this map ^^ I think everything was good except floor signs (i didn't understand them o_O) nice map ![]()
Quote from NykO18 on February 15, 2008, 4:52 pmDeviMon wrote:I liked the mapit took me about 20 minutes to understand the first room
Awesome how logic differs from people to people.
I passed the first room in less than a minute, I thought it was obvious when I played it.
Awesome how logic differs from people to people.
I passed the first room in less than a minute, I thought it was obvious when I played it.
Quote from iamafractal on February 15, 2008, 8:28 pmwhen i first saw the map, it was just the first room, and an earlier version of the conveyor belt room.
there was no blue laser, and you had to put all your own portals in. it was not nearly as obvious.
when i first saw it, i asked... this is solvable? and hurricane said, yep. so i spent a good 5 mins at least, and figured it out.
the larger room had no conveyor, and there was no laser, and no hints as to where any portals ought to go.
i don't remember if it took me very long.. but i think the laser is a huge clue that makes it so much easier.
when i first saw the map, it was just the first room, and an earlier version of the conveyor belt room.
there was no blue laser, and you had to put all your own portals in. it was not nearly as obvious.
when i first saw it, i asked... this is solvable? and hurricane said, yep. so i spent a good 5 mins at least, and figured it out.
the larger room had no conveyor, and there was no laser, and no hints as to where any portals ought to go.
i don't remember if it took me very long.. but i think the laser is a huge clue that makes it so much easier.
The cake is a PI
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Quote from Ralen on February 15, 2008, 9:18 pmI'd reiterate that once I figured out the first puzzle, the rest fell in line pretty quickly. The problem is figuring out what to do in the first room though, and to me the laser confused me more than anything else (until I knew what it was for, then it became helpful). Until it was explained to me, I just kept wondering why the turret wasn't shooting rockets at me.
I think the confusion in the first room could be alleviated with some more explanatory floor tiles.
I whipped this up in photoshop, and I think it's a bit more explanatory than the existing floor signage.
I'd reiterate that once I figured out the first puzzle, the rest fell in line pretty quickly. The problem is figuring out what to do in the first room though, and to me the laser confused me more than anything else (until I knew what it was for, then it became helpful). Until it was explained to me, I just kept wondering why the turret wasn't shooting rockets at me.
I think the confusion in the first room could be alleviated with some more explanatory floor tiles.
I whipped this up in photoshop, and I think it's a bit more explanatory than the existing floor signage. 
Quote from Hyakkidouran on February 15, 2008, 10:00 pmWith a "follow the laser" sign with those two, confusion should be avoided most of the time.
With a "follow the laser" sign with those two, confusion should be avoided most of the time.
NO! THE CAKE! NOOOOOOOO !
Quote from iamafractal on February 16, 2008, 12:31 amRalen wrote:I'd reiterate that once I figured out the first puzzle, the rest fell in line pretty quickly. The problem is figuring out what to do in the first room though, and to me the laser confused me more than anything else (until I knew what it was for, then it became helpful). Until it was explained to me, I just kept wondering why the turret wasn't shooting rockets at me.I think the confusion in the first room could be alleviated with some more explanatory floor tiles.
I whipped this up in photoshop, and I think it's a bit more explanatory than the existing floor signage.great icons! maybe hurricane will put them in... so how would you explain the double angle fling as well as the one that not only goes up but also to the right or left?
I think the confusion in the first room could be alleviated with some more explanatory floor tiles.
I whipped this up in photoshop, and I think it's a bit more explanatory than the existing floor signage. 
great icons! maybe hurricane will put them in... so how would you explain the double angle fling as well as the one that not only goes up but also to the right or left?
The cake is a PI
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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
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Quote from Ralen on February 16, 2008, 12:25 pmWell like I said, once I figured out the first one, I figured out the with no problem. The difficulty I had was figuring out what to do in the first room.
I designed the signs to help introduce the player to a new technique, but once they've figured out the technique, I think implementing it in new ways should be up to them to solve.
I don't think it would be reasonable to put a different set of signs in front of each angular fling puzzle indicating how to do it. Although in future maps, this same set of signs could be used to indicate that an angular fling is needed when the player comes across one.
Well like I said, once I figured out the first one, I figured out the with no problem. The difficulty I had was figuring out what to do in the first room.
I designed the signs to help introduce the player to a new technique, but once they've figured out the technique, I think implementing it in new ways should be up to them to solve.
I don't think it would be reasonable to put a different set of signs in front of each angular fling puzzle indicating how to do it. Although in future maps, this same set of signs could be used to indicate that an angular fling is needed when the player comes across one.
Quote from rellikpd on February 16, 2008, 3:41 pmRalen wrote:I designed the signs to help introduce the player to a new technique, but once they've figured out the technique, I think implementing it in new ways should be up to them to solve.yeah i was thinking the same basic thing, i like your icons. but i see no need for "detailed" icons saying "upward-and-left-fling" "upward-and-right-fling" "downward fling" etc.
your icons basically represent that you have to use "manipulated physics" (ie: angular flings)
yeah i was thinking the same basic thing, i like your icons. but i see no need for "detailed" icons saying "upward-and-left-fling" "upward-and-right-fling" "downward fling" etc.
your icons basically represent that you have to use "manipulated physics" (ie: angular flings)
Quote from iamafractal on February 16, 2008, 9:12 pmi was wondering how theat icon set would look like if the player came out crouched to get onto the ledge... that would then entail everything.
i was wondering how theat icon set would look like if the player came out crouched to get onto the ledge... that would then entail everything.
The cake is a PI
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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
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Quote from rellikpd on February 16, 2008, 9:18 pmiamafractal wrote:i was wondering how theat icon set would look like if the player came out crouched to get onto the ledge... that would then entail everything.and we could have an icon of maybe like two hands holding... to let us know that the mapper is going to hold our hand through the whole thing, instead of letting us figure it out for ourselves (after the initial introduction to a new concept) :-p
and we could have an icon of maybe like two hands holding... to let us know that the mapper is going to hold our hand through the whole thing, instead of letting us figure it out for ourselves (after the initial introduction to a new concept) :-p 
