[PTI] sp_brainfizzler
Quote from cecelede on July 11, 2012, 1:04 pmAn older solution, but the idea is the same.
[spoiler]http://www.youtube.com/watch?v=ETrQVhuAx2k[/spoiler]
Check my other map if you like this one: community-releases/sp-brainbound-t6827.html
An older solution, but the idea is the same.
Check my other map if you like this one: community-releases/sp-brainbound-t6827.html

Quote from josepezdj on July 11, 2012, 3:48 pmOK, first of all, there is a bug with the ball dropper; maybe it is just something related to the PTI editor stuff and not to you, but it's annoying: if I first placed the portal with the bridge right under the dropper, and then I went to the button that angles the panel and do what I did in my video, the ball is not spawned anymore and I had to restart the puzzle; it's like it got trapped inside the dropper...
Also I expected much more challenge, and a different kind. The most interesting thing is to play with the ball in the dropper room trying to get it by moving the bridge under the ball and moving it aside... but I noticed that the ball always crashed against the side wall and was too difficult to drive it out with the plain fizzler... Then I found that button that angled the panel...
Seriously, the only "challenging" thing is to keep the ball while you draw your way to the uppermost button... not enough to call this map hard or even medium... and not much funny either.
One other thing: I never really used some of the buttons for which I really think this map needs work.
Anyway, here is my solution:
OK, first of all, there is a bug with the ball dropper; maybe it is just something related to the PTI editor stuff and not to you, but it's annoying: if I first placed the portal with the bridge right under the dropper, and then I went to the button that angles the panel and do what I did in my video, the ball is not spawned anymore and I had to restart the puzzle; it's like it got trapped inside the dropper...
Also I expected much more challenge, and a different kind. The most interesting thing is to play with the ball in the dropper room trying to get it by moving the bridge under the ball and moving it aside... but I noticed that the ball always crashed against the side wall and was too difficult to drive it out with the plain fizzler... Then I found that button that angled the panel...
Seriously, the only "challenging" thing is to keep the ball while you draw your way to the uppermost button... not enough to call this map hard or even medium... and not much funny either.
One other thing: I never really used some of the buttons for which I really think this map needs work.
Anyway, here is my solution:
Quote from rock_n_rage on July 11, 2012, 7:52 pmI also experienced the same problem with the ball drop. I found the angles to try and get the sphere were a little tedious. Pretty easy and straightforward otherwise. I thought the method to open the last door was pretty cool.
I also experienced the same problem with the ball drop. I found the angles to try and get the sphere were a little tedious. Pretty easy and straightforward otherwise. I thought the method to open the last door was pretty cool.

Quote from josepezdj on July 12, 2012, 3:30 amOne moment, Cecelede, I have just seen the video solution and I liked much what you intended!
It's a great solution! What I suggest you is the following:
1. First of all, wait up before posting a video solution until someone plays you map and you can see if there are unintended ways for finishing it. Correction: first of all send your map to some friends so they can test it and give you some input about possible exploits. This will allow you to edit the map removing all unintended ways, until you finally get the intended solution.
2. There is no need to cover the whole ceiling with fizzlers or to make it completely white, I think it's too obvious you want the player to use it somehow.
3. And the most important: try to give it a sense to every puzzle element before the player has to use them for the final solution. This means that, for example, give the faith plate a use before the final steps of launching the ball against the ceiling: you could limit the white ceiling only to 128x128 one square and put it a fizzler; then the player should get the ball, then reach some other place in the map which is high and for which he will have to use the faith plate (he could for example activate a rotating panel that switch from black to white, portalable, needed for one of the final steps), so he will place the ball on the button that deactivates the fizzler, k? This will make him think he has finished with the faith plate and forget of it for a while
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4. One advice: try to change the panel that angles with regard to the light bridge. I mean, if you set as the "angling" panel the one at the end of the bridge, portals will be removed each time the player changes its angle. My suggestion is to keep that one always vertical, then work a little bit more that room where you get the sphere and put some angling panels there. The other way around is to keep it always angled... then you could od for example as CrazyGuy (who is btw spottted this week!) in this (awesome) map. If you make that room a little bit bigger and place the dropper right in the middle and over a slime pit, you won't need all those laser fields.
One moment, Cecelede, I have just seen the video solution and I liked much what you intended! It's a great solution! What I suggest you is the following:
1. First of all, wait up before posting a video solution until someone plays you map and you can see if there are unintended ways for finishing it. Correction: first of all send your map to some friends so they can test it and give you some input about possible exploits. This will allow you to edit the map removing all unintended ways, until you finally get the intended solution.
2. There is no need to cover the whole ceiling with fizzlers or to make it completely white, I think it's too obvious you want the player to use it somehow.
3. And the most important: try to give it a sense to every puzzle element before the player has to use them for the final solution. This means that, for example, give the faith plate a use before the final steps of launching the ball against the ceiling: you could limit the white ceiling only to 128x128 one square and put it a fizzler; then the player should get the ball, then reach some other place in the map which is high and for which he will have to use the faith plate (he could for example activate a rotating panel that switch from black to white, portalable, needed for one of the final steps), so he will place the ball on the button that deactivates the fizzler, k? This will make him think he has finished with the faith plate and forget of it for a while
4. One advice: try to change the panel that angles with regard to the light bridge. I mean, if you set as the "angling" panel the one at the end of the bridge, portals will be removed each time the player changes its angle. My suggestion is to keep that one always vertical, then work a little bit more that room where you get the sphere and put some angling panels there. The other way around is to keep it always angled... then you could od for example as CrazyGuy (who is btw spottted this week!) in this (awesome) map. If you make that room a little bit bigger and place the dropper right in the middle and over a slime pit, you won't need all those laser fields.
Quote from cecelede on July 12, 2012, 4:35 amThank you guys for suggestions.
Yeah I know that ugly bug.
I wanted to make the ball room more complicated but the rolling ball was almost impossible to control.
@josepezdj I'll test that map but you know it's not a PTI map. PTI it's very limited .
Thank you very much for impressions. See you on my next map!
LE: I played that map, yes his idea is almost like my first one for the ball room, just that it works and it's a very clean solution.
Thank you guys for suggestions.
Yeah I know that ugly bug.
I wanted to make the ball room more complicated but the rolling ball was almost impossible to control.
@josepezdj I'll test that map but you know it's not a PTI map. PTI it's very limited .
Thank you very much for impressions. See you on my next map!
LE: I played that map, yes his idea is almost like my first one for the ball room, just that it works and it's a very clean solution.