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[PTI] Oscillating Objects

A fairly difficult map consisting of 3 puzzles. The 3rd puzzle is the hardest.

Logic Difficulty: 8.5/10
Execution Difficulty: 6/10

(The execution difficulty is mostly because of something
you have to do for the first puzzle)

let me know if there are any bugs or problems and I'll be sure to update it. Even though I play tested it a lot already, there may still have some wrinkles that need to be worked out. I've also finally uploaded a solution video that shows the intended solutions.

Solutions Video
http://www.youtube.com/watch?v=J8AK68kAikM

Ver 1.1 Changes

- Made Funnel in first puzzle 1 block forward to prevent alternate solutions.
- Move send Funnel in first puzzle to make intended solution more clear.
- Tweaked the signs in the first puzzle.
- rearranged cube dropped in second puzzle to increase antline visibility.
- got rid of flip panel in thrid puzzle to prevent alternate solutions
- Increased the size of some of the rooms in the third puzzle.

Version 1.2 Changes

- Removed some portalable surfaces in the 2nd puzzle to make it a bit harder to solve.
- Added a floor fizzler in 3rd puzzle to make it harder to solve the first part of it.
- Made the companion cube room wider to prevent an alternate solution.

Click here to download Cube Oscillation Ver 1.2

Spoiler-free feedback:

I'm fairly sure I used an unintended solution for the first puzzle (since you probably didn't want me using a glitch). I think I know what the intended solution is for getting the 2nd cube but it was too annoying to solve properly (hence the glitching).

The second puzzle was far-and-away the easiest puzzle of the bunch (partially because it was so easy to see what was going on compared to the other two puzzles).

The third puzzle is a bit of a mess in terms of how it functional works/is laid out and would very much benefit from some work in hammer. It was so jam packed with fizzlers/indicator strips/lazers/etc. that I have no idea if I used the intended solution. I would say that this puzzle was the 2nd hardest only because I found the first one to be more annoying.

I see. Thanks for the feedback. I added a glass window to that small room in the first puzzle to help people see outside but that may not be enough. The solution for getting the 2nd cube in the first solution isn't difficult to execute, but there are a couple of things a person could try that are really hard to execute. I'm not saying it's your fault, because it's mine. tbh I wasn't able to make that part of the puzzle the way I wanted. (which is with their being only one solution possible, and anything else more complicated being impossible to atttampt.)

You found the 2nd puzzle too easy? interesting I actually made that puzzle easier after I finished it, but perhaps I shouldn't have.

Yeah the third puzzle is very claustrophobic, and jammed pack full of stuff. Do you think it would help if I made portions of the 3rd puzzle bigger? I had that idea but I wasn't sure if I should or not. also would you mind explaining how you solved the 3rd puzzle? (using spoiler tags of course) I ask because the main reason I added that barrage of fizzlers is to block unintended solutions, and I'm curious to know if you were still able to find one.

I probably won't be able to make any changes to this until tommorow but it does help to know where to start in making them.

Here is my run of puzzle 3. I'm pretty sure I skip a few things.
http://www.youtube.com/watch?v=GHiEm5wHNKc&feature=youtube_gdata

hmm, the way you brought the sphere to the 2nd sphere button isn't what I had it in mind, but that doesn't really matter. the way you got the companion cube the exit door does matter because it skips the intended solution entirely. well played sir. I forgot that you could stand on the edge of a portal window and then jump and shoot another one like that. I'm gonna go back to the drawing board later to today and see if I can come up with some way to block that. Thanks for uploading the video btw.

I agree with your assessment: the way that I get the sphere to the second button feels more like an alternate-method and not something that breaks what you map is trying to accomplish; however, ignoring the final room seems too easy that it should be fixed/altered in some way.

I'd love to see your intended solution.

Ok I made some changes finally. Let me know what you think. I tried to make it harder for people to try things in the first puzzle that isn't the intended solution, and I also did what I think will get rid of alternate solutions for the last puzzle.

The map is a lot less cluttered now which is certainly a good thing. The first puzzle plays out much better and the second is still the easiest of the 3.

The third puzzle plays a lot better now (for the most part). I still don't know if I'm doing the end section (once you get to the cube room) as intended - do you have a video of you doing a play-through?

Ok, that's good to know. I was making a video playthrough today but as I was doing it I realized I forgot to add something to the final puzzle, so Im gonna have to edit that again. also can you tell me how to solved the last puzzle again when you played it the second time? Since I know I'm going to have to make another revision I may as well try to make as few revisions as possible. I'll upload the walkthrough video after I revise it again. One of the solutions I'm gonna do in the video isn't even necessary right now, until I revise the puzzle again.

EDIT: Ok I made the edit. the changes are in the newest version.