[PTI] Laser Flip
Quote from SkyFerret on January 14, 2013, 12:34 amFlip panels and lasers. Timing is slightly critical in this puzzle. You'll need to bring a standard cube from the first chamber to the second, but be quick getting there. There's laser death awaiting. The second chamber might be the trickiest. You'll need both reflector cubes on the upper level. It may look impossible but it can be done. After that, portal placement is important to continue on. The third chamber is slightly ninja, but not too crazy. As for the last, just don't get laser fried.
Flip panels and lasers. Timing is slightly critical in this puzzle. You'll need to bring a standard cube from the first chamber to the second, but be quick getting there. There's laser death awaiting. The second chamber might be the trickiest. You'll need both reflector cubes on the upper level. It may look impossible but it can be done. After that, portal placement is important to continue on. The third chamber is slightly ninja, but not too crazy. As for the last, just don't get laser fried.
Quote from sicklebrick on January 17, 2013, 12:02 pmHah, that was good one; the angled laser panels actually feel kinda new and took me a while to adjust.
It was a bit longer and harder (phallus reference?) than your other maps but good fun.
I got a bit pissed off waiting for timers though and ended up going back into the first area to get the companion cube to jam permanently on the funnel button. Then I could get the 2 laser cubes upstairs and power the faith plate without a timer and bring them into the last area. Would probably make a nice hardmode solution for the same map. Just saw a new one, looking forward to it
Hah, that was good one; the angled laser panels actually feel kinda new and took me a while to adjust.
It was a bit longer and harder (phallus reference?) than your other maps but good fun.
I got a bit pissed off waiting for timers though and ended up going back into the first area to get the companion cube to jam permanently on the funnel button. Then I could get the 2 laser cubes upstairs and power the faith plate without a timer and bring them into the last area. Would probably make a nice hardmode solution for the same map. Just saw a new one, looking forward to it
Quote from SkyFerret on January 18, 2013, 6:33 pmsicklebrick wrote:Hah, that was good one; the angled laser panels actually feel kinda new and took me a while to adjust.
It was a bit longer and harder (phallus reference?) than your other maps but good fun.
I got a bit pissed off waiting for timers though and ended up going back into the first area to get the companion cube to jam permanently on the funnel button. Then I could get the 2 laser cubes upstairs and power the faith plate without a timer and bring them into the last area. Would probably make a nice hardmode solution for the same map. Just saw a new one, looking forward to itThanks for playing. I didn't think you could get the cube from the first chamber any farther than where it was meant to be. Either that or I did know it can go farther and forgot about that because I've been tossing around so many other ideas. I'm thinking about making some more of these Flip Panel Puzzles towards the difficulty of ninja skills rather than intense thinkers. I think there's a lot of people that prefer more action than standing there and thinking. The thinking factor can still be slightly implemented, but that depends how intuitive the layout is.
Cheers.
The Ferret. Or the Ferret that hates copious amounts of snow.![]()
It was a bit longer and harder (phallus reference?) than your other maps but good fun.
I got a bit pissed off waiting for timers though and ended up going back into the first area to get the companion cube to jam permanently on the funnel button. Then I could get the 2 laser cubes upstairs and power the faith plate without a timer and bring them into the last area. Would probably make a nice hardmode solution for the same map. Just saw a new one, looking forward to it

Thanks for playing. I didn't think you could get the cube from the first chamber any farther than where it was meant to be. Either that or I did know it can go farther and forgot about that because I've been tossing around so many other ideas. I'm thinking about making some more of these Flip Panel Puzzles towards the difficulty of ninja skills rather than intense thinkers. I think there's a lot of people that prefer more action than standing there and thinking. The thinking factor can still be slightly implemented, but that depends how intuitive the layout is.
Cheers.
The Ferret. Or the Ferret that hates copious amounts of snow.

Quote from RectorRocks on February 2, 2013, 9:34 amSorry for the delay!
Challenging and really good puzzlesl. Enjoyed it and had alot of fun (and frustration)
Here's my blindrun: (Sorry for any laggy parts, especially the second area ><)
SvcYa5QAm6UFeedback:
Feedback
[spoiler]-The first area was easy, you just have to do it fast ><
-The second area was challenging and has some really good puzzles in it. Took me quite a while to figure it out.
-Its not quite obvious that theres a hole in the ceiling at the top glass grating.
-The third area was easy, however I can't help but to think that you need the second chamber's mechanics in order to solve it. But I was wrong. You should separate the chambers to avoid confusion (like whether if I should bring this cube to there anot) or just write out the chamber number on the wall made of light strips (1,2,3,etc)
-The last area was good, however the timing was quite strict. I like the final fling to the exit door[/spoiler]
5/5.
Cheers!
Sorry for the delay!
Challenging and really good puzzlesl. Enjoyed it and had alot of fun (and frustration)
Here's my blindrun: (Sorry for any laggy parts, especially the second area ><)
SvcYa5QAm6U
Feedback:
Feedback
-The second area was challenging and has some really good puzzles in it. Took me quite a while to figure it out.
-Its not quite obvious that theres a hole in the ceiling at the top glass grating.
-The third area was easy, however I can't help but to think that you need the second chamber's mechanics in order to solve it. But I was wrong. You should separate the chambers to avoid confusion (like whether if I should bring this cube to there anot) or just write out the chamber number on the wall made of light strips (1,2,3,etc)

-The last area was good, however the timing was quite strict. I like the final fling to the exit door

5/5.
Cheers!
Quote from SkyFerret on February 3, 2013, 7:20 amYes, a bit of "move quickly" on the first part. It's a little easier if you [spoiler]initialy toss the cube in a little ways before you activate the flip panels, then grab it on the way through.[/spoiler]
As for that hole in the ceiling in the second chamber, it's not very obvious that it's there because the player might see it from below and portal there way through it and circumvent the intended solution. Therefore I had to elongate it to put it out of view from below. The only other way would be to push the hole up by one cubic length, making it visible and I would have to put a grated barrier over it which would cause another problem, being that the player might drop into it and be stuck. I kinda had no choice seeing that the layout was already done and there was no place else to put it.
When it comes to separating chambers, and whether or not the player needs to bring a cube with them, I find that the most difficult when making maps. I have used light bars before to show 1,2,3 and 4, but that was one chamber with a 4 pronged solution in one. In this map, the player might easily mistake it for a means simple lighting.
While watching you complete the second chamber, I was saying to myself [spoiler]"grab the cube through the grating......grab the.....come on....grab it through the......grab the, yes, you've got it".[/spoiler]![]()
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Thanks for uploading the video.
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You get cake.
Yes, a bit of "move quickly" on the first part. It's a little easier if you
As for that hole in the ceiling in the second chamber, it's not very obvious that it's there because the player might see it from below and portal there way through it and circumvent the intended solution. Therefore I had to elongate it to put it out of view from below. The only other way would be to push the hole up by one cubic length, making it visible and I would have to put a grated barrier over it which would cause another problem, being that the player might drop into it and be stuck. I kinda had no choice seeing that the layout was already done and there was no place else to put it.
When it comes to separating chambers, and whether or not the player needs to bring a cube with them, I find that the most difficult when making maps. I have used light bars before to show 1,2,3 and 4, but that was one chamber with a 4 pronged solution in one. In this map, the player might easily mistake it for a means simple lighting.
While watching you complete the second chamber, I was saying to myself



Thanks for uploading the video.

You get cake.