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[PTI] Interception PTI

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I made more changes to prevent all the unintended solutions.

If you are interested, play it again, and see if you can solve it this time.

Satchmo,
You leave the player in the upper level with one active tool and one expired tool. Which tool do you think they will use to try to complete your map? If you want the latter, then you need to force the player to make what has expired become active again. All these grates and lightbridge segments aren't going to do it. You need another piece to your puzzle.

RogerL wrote:
Satchmo,
You leave the player in the upper level with one active tool and one expired tool. Which tool do you think they will use to try to complete your map? If you want the latter, then you need to force the player to make what has expired become active again. All these grates and lightbridge segments aren't going to do it. You need another piece to your puzzle.

Thank you for your suggestion. I completely agree with you.

That is the reason why the latest version reflects exactly what you recommended. ;)

Check it out!

Ahh, of course! Never even through about using the light bridge xD

Never use Logic to solve a puzzle, he's an idiot...

Yep, that worked. Nice solution. :thumbup:

Well, I've just played updated version. Eventually found the intended solution for getting the cube onto the light bridge button, never turned my head up before. But what is the reason to place button for companion cube dropper on a wall ? I would understand it if it was higher and I'd had to use funnel to press it. But no way.

God bless the quick save's inventor...(Portal: Prelude)
Quote:
But what is the reason to place button for companion cube dropper on a wall ?

Just to make things interesting, and also to make the exit room less cramped.

You probably also noticed that I have a flair of adding certain architectural design in the map, even though they serve no purpose in solving the puzzle.

Due to the technical constraint of the Puzzle Maker editor, I cannot vary the texture or brush size at will. To compensate for the lack of variety, I try to spice things up as much as possible so the tester is treated with certain sense of wonderment in addition to the puzzle elements.

It is for the same reason that some of the best games in certain genre do not just focus on the gameplay, even though that is certainly important. The visual and ambiance are essential aspects that complement an exciting gameplay.

The placement of turrets adds tension and folly to the puzzle-solving experience.

Minor changes made to enhance aesthetics and improve gameplay (version 1.20).

I am sponsoring a speed competition for this map. The tester who completes this puzzle in the shortest time wins. The winner will receive a US$10 electronic gift card from Amazon. These are the rules of the competition:
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1. The playthrough video must include the puzzle in its entirety--from the arrival elevator to the departure elevator.
2. The video must be recorded from a single, continuous test session (no splicing).
3. The video must have the original sound from the Portal 2 game--no voice-over or overlay music.
4. Post your fastest YouTube playthrough video link as a comment at the Workshop page.
5. The playthrough must be recorded from the most recent version of the puzzle, released on July 4, 2012.
6. The competition ends at midnight (PST) on July 20, 2012.
7. Of course, no cheat codes can be used in solving the puzzle.

Anyone not abiding these rules is automatically disqualified from the competition.

Good luck, testers! May the fastest one win.

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