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Logic Portals : Levels [00-03]+NEW[04].beta

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Well, xitooner, this is just the first 2 levels of the mod hes making, so I think they were intended to be easier, while still introducing a few unique things. He's working on making the rest of the mod, which is named "Logic Puzzles." I would assume the puzzles would get progressively more complex so, just wait for the next release and you'll have some harder puzzles :D

Personally, I thought this was very well done. Some new ideas mixed in on the first levels of a new mod, looking forward to the rest. One suggestion would be to not clearly label how to do every puzzle later on though :wink:

Hey! Are you planning on releasing this update back on myaperturelabs again? I just finished the editing system that'll allow you to edit your previously uploaded content. That way you don't lose your comments, downloads, ratings, etc. Or you could release it as a completely different file, if you'd prefer.

Updating your map file or releasing a completely new file will both automatically update the RSS/news so everyone will know.

Thanks!
And thanks for the great Portal maps!
Nick

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Portal Maps and Mods - browse, rate, play

i think the song on the radio was maybe the very best part of this map. i tried to carry it with me, but it was emancipated in the fizzler.

Actually the name of the map is "Logic Portals", not "Logic Puzzles", but I'll introduce the TRUE MEANING of this name on the level 04 (edit maybe 03) of my map (I'm going to release 03 and 04 on the same map). I don't know if people will like it, but I'll take the risk.

To explain why I have to add hints: It's because I'm "teaching" two techniques. Well actually not, the purpose of the updated flinging technique is to say

Spoiler
"You need no momentum while going through the first portal"
. Remember, on the official level whan GlaDOS teaches you the flinging technique, you can use the technique I teach you to pass the moving wall in one try.
The step up technique is almost not introduced in the official scenario. I suppose the level designers behind Portal thought about this technique, but unless you find the right way to control the camera, it's hard.

Thanks for all the feedback :)

And for nickworks, I was waiting for the edit functionnality to be on, I'm gonna upload it right now. :D

EDIT: For some reason, I wonder if all my portal maps will only use the blue portal gun. I think that controlling one portal is a contribution on reflexion puzzles, as my maps won't be really oriented on amazing jumps.
Of course, It doesn't mean that each level will have only one static portal.

Made Logic Portals in early 2008. Making diportals in 2011.
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).

Yesssss! 8)

Thanks!

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Portal Maps and Mods - browse, rate, play
Hurricaaane wrote:
EDIT: For some reason, I wonder if all my portal maps will only use the blue portal gun. I think that controlling one portal is a contribution on reflexion puzzles, as my maps won't be really oriented on amazing jumps.
Of course, It doesn't mean that each level will have only one static portal.

Meh I don't like that :/

It's okay for tutorial levels, but other than that it just feels limiting...

Just played through. I mostly like it, except for these points:

1. At the start I sat for several minutes doing nothing. and nothing happened either, so I had to noclip into the test chamber.

2. I don't like your "half-portal" technique.

http://www.dpgames.co.uk/

Sanity is not statistical.

I actually used the half portal technique to get through the very first door instead of grabbing the cube, you can shoot a blue portal on the floor while on the button then go over to the door with it shut and fall through into the original chamber then jump back onto the other side of the door, was bizarre to then actually have to use this solution later on!

Panda On Smack wrote:
I actually used the half portal technique to get through the very first door instead of grabbing the cube, you can shoot a blue portal on the floor while on the button then go over to the door with it shut and fall through into the original chamber then jump back onto the other side of the door, was bizarre to then actually have to use this solution later on!

I already know about that (found it myself), I even wanted to create something like inner achievments like "Dissolve the box in the room 00" ^^.

espen180 wrote:
Just played through. I mostly like it, except for these points:

1. At the start I sat for several minutes doing nothing. and nothing happened either, so I had to noclip into the test chamber.

2. I don't like your "half-portal" technique.

1. I need to force the player at finding the exit.
2. Hmmm? I don't know what I can really do... If that's the reason, it even pisses me off when I keep going through the same portal. I don't know if that's what you're talking about. I'm thinking about it... I may simply not use this technique anomore in my future maps.

Edit: If anyone's interested, here what I'm working on:
http://www.youtube.com/watch?v=0eEI33jg ... D4&index=5
Unfortunately, if I copy this same scene, it seems that the pulleyconstraints do crash the game if you type disconnect in the console. I'm working on it. Hope it doesn't break savegames or changelevels.

Made Logic Portals in early 2008. Making diportals in 2011.
Author of Minecraft mods (MAtmos, Minaptics, NoteSlider) and Garry's Mod addons (Gunstrumental, SharpeYe, GarryWare, DepthHUD).
espen180 wrote:
2. I don't like your "half-portal" technique.

Well, the quirk does exist, so you cant ignore it. But I sort of agree, since I look at it more as a mistake that mappers need to account for and eliminate, rather than as something a player would use.

I dont think I would ever design a map that could only be solved in that manner. It just seems sorta like bad map design, IMO; but I could be convinced differently if a clever mapper could find a way to put it to effective and entertaining use.

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