Logic Portals : Levels [00-03]+NEW[04].beta
Quote from Beer-Me on February 7, 2008, 1:16 amThought it was fun, not a massively new area of gameplay, this is how I solved a few of the advanced maps, although that was more accidental than this, where the turret helps to guide you etc. Does involve a bit of luck, but mostly timing.
Thought it was fun, not a massively new area of gameplay, this is how I solved a few of the advanced maps, although that was more accidental than this, where the turret helps to guide you etc. Does involve a bit of luck, but mostly timing.
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Quote from Cyclone on February 7, 2008, 1:51 amAfter reading iamafractal's walkthrough, I think I've figured out what I was doing wrong - [spoiler]I was crouching at the wrong time. I would crouch as soon as I jumped off the ledge, and wind up hitting the wall every time - it was only when I crouched after entering the blue portal that it worked.[/spoiler]
It's a fair tactic, I guess, but you could have given us a bit more help. Then again, figuring it out was kind of fun, and, of course, extremely logical - do what you need to do, when you need to do it.
EDIT: Also, I just noticed some aesthetic changes made to the first three chambers (four if you count chamber 0). Awesome - I really love the way these maps look and feel.
After reading iamafractal's walkthrough, I think I've figured out what I was doing wrong -
It's a fair tactic, I guess, but you could have given us a bit more help. Then again, figuring it out was kind of fun, and, of course, extremely logical - do what you need to do, when you need to do it.
EDIT: Also, I just noticed some aesthetic changes made to the first three chambers (four if you count chamber 0). Awesome - I really love the way these maps look and feel.
Quote from iamafractal on February 7, 2008, 1:53 amAdair wrote:Thanks for the walkthru, iamfractal. I was starting to think I needed to do something like that to [spoiler]fling downwards[/spoiler], but I couldn't figure out how to set it up.Also I kept getting very close to a successful fling just by [spoiler]placing the portal on the floor and taking a crouching leap into it, I even got close enough to have hurricaaane's hint pop up telling me to crouch.[/spoiler]
So I don't know if there was a hint that I missed or what, but the only thing I'd change in this map is add a better hinting at how to do that last fling.
should i have shown [spoiler]looking at how shooting the portal affects the angle of the laser?[/spoiler]
Also I kept getting very close to a successful fling just by
So I don't know if there was a hint that I missed or what, but the only thing I'd change in this map is add a better hinting at how to do that last fling.
should i have shown
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Quote from Adair on February 7, 2008, 1:07 pmHurricaaane, there was a missing texture in the new(feb 2nd?) version of logic portals #1. I'll have to go take another look to tell you just where it is though.
iamafractal wrote:should i have shown [spoiler]looking at how shooting the portal affects the angle of the laser?[/spoiler]In your walkthru? Yeah it probably would help others to see in action how that works. I was already aware that a portal shot on the floor/ceiling will spit you out facing the direction that the portal was shot from, I didn't have enough time to play the map to figure out just how to set the fling up correctly before I was sidetracked by taking care of my sick girlfriend(she's almost back to normal health, but had a fever of 102.2 fahrenheit)
Anyway, I'll go play the level again in the next day or so and hopefully will find the last fling to be much easier.
Hurricaaane, there was a missing texture in the new(feb 2nd?) version of logic portals #1. I'll have to go take another look to tell you just where it is though.
In your walkthru? Yeah it probably would help others to see in action how that works. I was already aware that a portal shot on the floor/ceiling will spit you out facing the direction that the portal was shot from, I didn't have enough time to play the map to figure out just how to set the fling up correctly before I was sidetracked by taking care of my sick girlfriend(she's almost back to normal health, but had a fever of 102.2 fahrenheit)
Anyway, I'll go play the level again in the next day or so and hopefully will find the last fling to be much easier.
Quote from iamafractal on February 7, 2008, 3:32 pmactually that reminds me to tell hurricaaa...
[spoiler]you should have at least one of the little rooms where you control the floor portal instead of the wall one so that you can see how drastically you can change the outgoing laser angle from the other portal. that close up and personal view will help in the final room.[/spoiler]
actually that reminds me to tell hurricaaa...
The cake is a PI
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Add me on STEAM: iamafractal
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Quote from youme on February 7, 2008, 4:04 pmThat is mental I can't do it.
Needs more explanation of how to do it (I haven't read spoilers due to spoileryness)The floor texture looks like something from a kitchen... really horrible. Your lighting is getting pretty silly with this one. and I am re-itterating how crap I think your custom indicator strip texture is.
Your cube floatery things activated when I stood on the button, shouldnt they only do that if there is a cube there (Time for a nother trigger)
I absolutely love the cube floater idea and implementation but every other aspect of your mapping is getting sloppy and feankly, ameturish
That is mental I can't do it.
Needs more explanation of how to do it (I haven't read spoilers due to spoileryness)
The floor texture looks like something from a kitchen... really horrible. Your lighting is getting pretty silly with this one. and I am re-itterating how crap I think your custom indicator strip texture is.
Your cube floatery things activated when I stood on the button, shouldnt they only do that if there is a cube there (Time for a nother trigger)
I absolutely love the cube floater idea and implementation but every other aspect of your mapping is getting sloppy and feankly, ameturish
Quote from Cyclone on February 7, 2008, 6:41 pmiamafractal wrote:actually that reminds me to tell hurricaaa...[spoiler]you should have at least one of the little rooms where you control the floor portal instead of the wall one so that you can see how drastically you can change the outgoing laser angle from the other portal. that close up and personal view will help in the final room.[/spoiler]
YES! That would have saved me 10 or 15 minutes on the final room. I can complete the map fairly reliably now - it's harder then most maps, and I still say the learning curve is a bit steep, but I did solve it on my own eventually, and now that I know about the [spoiler]need to time your crouches properly[/spoiler], it's actually not too bad. The final version should be great!
YES! That would have saved me 10 or 15 minutes on the final room. I can complete the map fairly reliably now - it's harder then most maps, and I still say the learning curve is a bit steep, but I did solve it on my own eventually, and now that I know about the
Quote from iamafractal on February 7, 2008, 7:39 pm[spoiler]I've gotta hand it to hurricaaa for coming up with the upward fling. i think its so cool, heh.[/spoiler]
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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 iamafractal on February 8, 2008, 5:45 amit is a trajectory fling based on an angled floor.
the upward fling has all horizontal and/or vertical surfaces.
it is a trajectory fling based on an angled floor.
the upward fling has all horizontal and/or vertical surfaces.
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
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