[SP] All In One
Quote from wildgoosespeeder on April 17, 2012, 5:52 pmVery tight and challenging. Although I was able to exploit one thing (unless this was intended):
Puzzle 9
[spoiler]1. Puzzle 9:
http://steamcommunity.com/id/wildgoosespeeder/screenshot/559813303770106451?tab=public
http://steamcommunity.com/id/wildgoosespeeder/screenshot/559813303770142103?tab=public
http://steamcommunity.com/id/wildgoosespeeder/screenshot/559813303770278744?tab=public[/spoiler]Good map otherwise! This is what Valve should have had Aperture Science do with their panels...
Very tight and challenging. Although I was able to exploit one thing (unless this was intended):
Puzzle 9
Good map otherwise! This is what Valve should have had Aperture Science do with their panels...

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Quote from KennKong on April 17, 2012, 7:50 pmI trecorded my blind playthrough for you. The part before the laser puzzle is the second playthrough, after the game crashed. I really need to learn to use those quick saves! You really need to add some autosaves.
The full playing time for this was 1:47:48, but I edited it down to 34:15 by eliminating the wasted time in the laser puzzle and the repeated failures in rooms 9 and 10. I haven't watched any other playthroughs yet, so I have no idea if my solutions were intended. Nothing I did felt like an exploit to me, so any deviations are probably me doing it a harder way.
I like the way the puzzles ramp up in difficulty. The funnel puzzle is easily one of the best remote cube wrangling designs I've ever played. I would have left out the laser puzzle, since almost everything else is moving and it just doesn't fit with the rest of the puzzles. Oh, and I hate laser puzzles.
I would move the cube dropper in the final room farther away from the rising platform, or make the platform a little narrower. I deleted many failed fling attempts from my video due to bumping into that sucker or landing on the light on its side.
There a gaps all over the place, especially in the walls but also the floor. I'm not surprised, given all the moving parts, but it looks bad. I am surprised at the lack of lag, given that the engine has to draw the room around the room, too.
On the strength of the puzzles, this is an easy 4, but the looks and the cube dropper problem are definitely a 3. Given my distaste for laser puzzles, I end up giving this 3/5.
All in One blind playthroughembedded
[spoiler]A3bQEDu5T9g[/spoiler]
I trecorded my blind playthrough for you. The part before the laser puzzle is the second playthrough, after the game crashed. I really need to learn to use those quick saves! You really need to add some autosaves.
The full playing time for this was 1:47:48, but I edited it down to 34:15 by eliminating the wasted time in the laser puzzle and the repeated failures in rooms 9 and 10. I haven't watched any other playthroughs yet, so I have no idea if my solutions were intended. Nothing I did felt like an exploit to me, so any deviations are probably me doing it a harder way.
I like the way the puzzles ramp up in difficulty. The funnel puzzle is easily one of the best remote cube wrangling designs I've ever played. I would have left out the laser puzzle, since almost everything else is moving and it just doesn't fit with the rest of the puzzles. Oh, and I hate laser puzzles.
I would move the cube dropper in the final room farther away from the rising platform, or make the platform a little narrower. I deleted many failed fling attempts from my video due to bumping into that sucker or landing on the light on its side.
There a gaps all over the place, especially in the walls but also the floor. I'm not surprised, given all the moving parts, but it looks bad. I am surprised at the lack of lag, given that the engine has to draw the room around the room, too.
On the strength of the puzzles, this is an easy 4, but the looks and the cube dropper problem are definitely a 3. Given my distaste for laser puzzles, I end up giving this 3/5.
All in One blind playthroughembedded
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Quote from OnePortalizedGal on April 17, 2012, 10:33 pmI loved the fact of being able to solve all these puzzles and never having to leave the same room. Very interesting concept and well done. Yes there are some issues - but we learn by doing - it's the idea behind it. Nicely done - thanks for making!
I loved the fact of being able to solve all these puzzles and never having to leave the same room. Very interesting concept and well done. Yes there are some issues - but we learn by doing - it's the idea behind it. Nicely done - thanks for making!
Quote from Djinndrache on April 18, 2012, 9:37 amDjinndrache wrote:I'll upload my blindrun on this tomorrow.There it is:
hGYFqNtK0uU
(Link: http://www.youtube.com/watch?v=hGYFqNtK0uU)
There it is:
hGYFqNtK0uU
(Link: http://www.youtube.com/watch?v=hGYFqNtK0uU)
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Quote from Thornscrup on April 18, 2012, 12:10 pmKennKong wrote:I trecorded my blind playthrough for you.Thank you for this very complete review!
First, sorry for the autosave problem. I was stupid enough to think that, as long there's no way you can die, you don't need autosaves. Yeah pretty stupid.
Second, apart the "standing on the button problem", your solution is indeed the one I had in mind, EXEPT in the last puzzle. I must admit your solution is quite smart and challenging, but there IS another way! It's about as hard as yours, but a little more "elegant" (don't take it wrong, your solution is just epic).I'll fix the main problems and repost. I won't have the courage to fill all the gaps, but I'll try to cover them a little later, in a final version. If I ever finish the whole pack...
Again, thanks! And when I have uploaded it, if you please, try again the new version of the last puzzle. It's a real big challenge. I think.
Thank you for this very complete review!
First, sorry for the autosave problem. I was stupid enough to think that, as long there's no way you can die, you don't need autosaves. Yeah pretty stupid.
Second, apart the "standing on the button problem", your solution is indeed the one I had in mind, EXEPT in the last puzzle. I must admit your solution is quite smart and challenging, but there IS another way! It's about as hard as yours, but a little more "elegant" (don't take it wrong, your solution is just epic).
I'll fix the main problems and repost. I won't have the courage to fill all the gaps, but I'll try to cover them a little later, in a final version. If I ever finish the whole pack...
Again, thanks! And when I have uploaded it, if you please, try again the new version of the last puzzle. It's a real big challenge. I think.
Quote from Thornscrup on April 18, 2012, 1:02 pmVersion 1.1 is out!
Well done everybody, you've made me want to get to work again! After I made this map, tried to add voices and failed , I really felt discouraged...Thank you very much.
I really hope you will try test 9 again. The intended solution is really something I'm proud of. A nasty piece of flinging challenge, believe me!
And, yeah, no more standing on the button. I still don't understand how I missed that.
![]()
And also, I've got a problem with cubemaps, I'll try to find out why.
Version 1.1 is out!
Well done everybody, you've made me want to get to work again! After I made this map, tried to add voices and failed , I really felt discouraged...Thank you very much.
I really hope you will try test 9 again. The intended solution is really something I'm proud of. A nasty piece of flinging challenge, believe me!
And, yeah, no more standing on the button. I still don't understand how I missed that.
And also, I've got a problem with cubemaps, I'll try to find out why.
Quote from taco on April 18, 2012, 1:13 pmYou can stand on the object under the button, look up and spam the button to complete the map. Since you are using that object as a light source, you may just want to add a small, steep Player Clip brush on top if it so the player can't stand there.
More feedback as I do a real play through.
You can stand on the object under the button, look up and spam the button to complete the map. Since you are using that object as a light source, you may just want to add a small, steep Player Clip brush on top if it so the player can't stand there.
More feedback as I do a real play through.
Quote from KennKong on April 18, 2012, 1:53 pm@Djinndrache: The master of the unintended solution strikes again at 13:10!
@Thornscrup: I hope you fixed the standing on the button pedestal exploit, that's a real map breaker. I guess I'll see soon enouugh in v1.1.
EDIT: Having watched others' playthroughs, I realized I've never seen that little laser in the corner. I've played through it three times, and never seen that. How?
For a "dead" project, this thing still has some legs on it! I'm glad you dusted it off, even though it needs some more polishing.
@Djinndrache: The master of the unintended solution strikes again at 13:10!
@Thornscrup: I hope you fixed the standing on the button pedestal exploit, that's a real map breaker. I guess I'll see soon enouugh in v1.1.
EDIT: Having watched others' playthroughs, I realized I've never seen that little laser in the corner. I've played through it three times, and never seen that. How?
For a "dead" project, this thing still has some legs on it! I'm glad you dusted it off, even though it needs some more polishing.
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My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from taco on April 18, 2012, 2:46 pmAny chance you can post a video of your intended solutions to the last two puzzles? I can complete them but I'm pretty sure that my solutions are not intended (puzzle 8 I am solving by having the cubes pass through a grate).
Other than that, everything seems to be working well enough. There are a number of lighting and brush issues throughout the map that could be fixed (player can stand on parts of the wall, missing brush faces, some brushes not properly lit, etc.)
Also, I find the map to be quite dark in general. I have to turn up the game brightness so that my eyes don't have to strain while paying this map. But that might just be me.
Any chance you can post a video of your intended solutions to the last two puzzles? I can complete them but I'm pretty sure that my solutions are not intended (puzzle 8 I am solving by having the cubes pass through a grate).
Other than that, everything seems to be working well enough. There are a number of lighting and brush issues throughout the map that could be fixed (player can stand on parts of the wall, missing brush faces, some brushes not properly lit, etc.)
Also, I find the map to be quite dark in general. I have to turn up the game brightness so that my eyes don't have to strain while paying this map. But that might just be me.