[PTI] Next Door
Quote from SkyFerret on March 25, 2013, 12:30 amJust a quick puzzle I put together using doors, lasers and reflector cubes. No hazards. A bit of OR logic at the start, but it doesn't exactly show.
Just a quick puzzle I put together using doors, lasers and reflector cubes. No hazards. A bit of OR logic at the start, but it doesn't exactly show.

Quote from RectorRocks on March 25, 2013, 8:20 amGood door map, but a little too short. Its great to see you using BEEMOD
Here's my blindrun:
v0oWLmmRD-kTell me if there are any unintended solutions!
4/5. Great.
Cheers!
Good door map, but a little too short. Its great to see you using BEEMOD
Here's my blindrun:
v0oWLmmRD-k
Tell me if there are any unintended solutions!
4/5. Great.
Cheers!
Quote from taco on March 25, 2013, 8:48 amThe first door's logic doesn't really make any sense and it clips through the wall when you open it (looks bad).
Also, it is possible to get stuck in this map in at least two places using three different methods.
The first door's logic doesn't really make any sense and it clips through the wall when you open it (looks bad).
Also, it is possible to get stuck in this map in at least two places using three different methods.
Quote from SkyFerret on March 25, 2013, 12:15 pmRectorRocks wrote:Tell me if there are any unintended solutions!Actually that last part was unintended. [spoiler]It was supposed to be 2 cubes to get the laser around the corner in the last chamber. I guess I should have left some of the wall non-portalable.[/spoiler]
Thanks for uploading your video.
Actually that last part was unintended.
Thanks for uploading your video.
Quote from SkyFerret on March 25, 2013, 12:26 pmtaco wrote:The first door's logic doesn't really make any sense and it clips through the wall when you open it (looks bad).Also, it is possible to get stuck in this map in at least two places using three different methods.
In a way the first door does have some logic, but it's mostly how they're connected. The auto-detect-player and the button are OR connected. It's only in an intrinsic way, and not so much absolute as something that shows "trigger or trigger = action". As for the door clipping, I noticed that. I was kinda reluctant to let it be like that but I doubt I'll be doing that again.
As for getting stuck, I guess I should have spent more time play testing it. It's not very often I let that go by.
Also, it is possible to get stuck in this map in at least two places using three different methods.
In a way the first door does have some logic, but it's mostly how they're connected. The auto-detect-player and the button are OR connected. It's only in an intrinsic way, and not so much absolute as something that shows "trigger or trigger = action". As for the door clipping, I noticed that. I was kinda reluctant to let it be like that but I doubt I'll be doing that again.
As for getting stuck, I guess I should have spent more time play testing it. It's not very often I let that go by.
Quote from quatrus on March 25, 2013, 4:14 pmI got stuck once as well, my own fault - tossed the cube through the turned panels while standing on it to activate the panels - not necessary...
I thought it was yet another nice short puzzle - maybe more on the easy side...
thanks for creating.
I got stuck once as well, my own fault - tossed the cube through the turned panels while standing on it to activate the panels - not necessary...
I thought it was yet another nice short puzzle - maybe more on the easy side...
thanks for creating.
Quote from SkyFerret on March 25, 2013, 4:49 pmLOL. I forgot about cube tossing. My pet peeve, cube tossers
![]()
. I guess I should have had the button way far back out of range. But I didn't want extra space and extra walking distance. I tend to avoid making puzzles where the player has to walk too much distance. But anyhow, thanks for testing.
LOL. I forgot about cube tossing. My pet peeve, cube tossers
. I guess I should have had the button way far back out of range. But I didn't want extra space and extra walking distance. I tend to avoid making puzzles where the player has to walk too much distance. But anyhow, thanks for testing.