[PTI] Obscurity 2.0
Quote from toncica on July 24, 2012, 7:44 pmYou will encounter three cubes, a companion cube, a standard cube and an edgeless safety cube. Each of them will activate one of the three funnels necessary to open the exit. There is only one possible order to have all funnels activated and to reach the exit (unless you manage to find an alternative solution).
Difficulty: hard
You will encounter three cubes, a companion cube, a standard cube and an edgeless safety cube. Each of them will activate one of the three funnels necessary to open the exit. There is only one possible order to have all funnels activated and to reach the exit (unless you manage to find an alternative solution).
Difficulty: hard
Quote from toncica on October 10, 2012, 5:08 pmApologies to everyone who has played the map recently. Valve broke the puzzle when they changed the behavior of cubes in funnels and I'm not sure for how long the puzzle was broken. The original solution was gone for good and the remaining alternative solution was no fun in my opinion, so this was the opportunity to give the map a makeover. I tried to listen to the many criticisms I received when I started to fix the map. The difficulty of the first half of the chamber has been reduced severely. The first room does not require to do a difficult jump right at the start anymore and it has been made tidy and straightforward. No more hidden logic room, all visible items are directly linked with antlines or signage except a few which would make the layout messy and which are self-explanatory. Increased transparency with more glass walls. The experiment of having a test starting with high difficulty and getting easier by the end is over. Now the biggest logical challenge is reserved for the final part of the test. The chamber has been thoroughly tested and it is 100 % solvable as of October 10, 2012.
Apologies to everyone who has played the map recently. Valve broke the puzzle when they changed the behavior of cubes in funnels and I'm not sure for how long the puzzle was broken. The original solution was gone for good and the remaining alternative solution was no fun in my opinion, so this was the opportunity to give the map a makeover. I tried to listen to the many criticisms I received when I started to fix the map. The difficulty of the first half of the chamber has been reduced severely. The first room does not require to do a difficult jump right at the start anymore and it has been made tidy and straightforward. No more hidden logic room, all visible items are directly linked with antlines or signage except a few which would make the layout messy and which are self-explanatory. Increased transparency with more glass walls. The experiment of having a test starting with high difficulty and getting easier by the end is over. Now the biggest logical challenge is reserved for the final part of the test. The chamber has been thoroughly tested and it is 100 % solvable as of October 10, 2012.