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[SP] All In One

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Did the floor under the cube dropper become smaller in version 1.1? Puzzle 4 looks like an easy fling in the earlier video walkthroughs with the nice long portal surface. Now it's an incredibly irritating tiny patch, and the cube dropper gets in the way. It ruins this map for me. Thanks anyway.

fumblus wrote:
Did the floor under the cube dropper become smaller in version 1.1? Puzzle 4 looks like an easy fling in the earlier video walkthroughs with the nice long portal surface. Now it's an incredibly irritating tiny patch, and the cube dropper gets in the way. It ruins this map for me. Thanks anyway.

I wouldn't go so far as to say that it ruined the map for me, but if the intended solution is (in v1.1) to complete the fling the same way it was commonly completed in v1 then it might be worth providing the player with more portable-floor for that test only (since I know you changed the floor to prevent issues with other tests).

Personally, I just place a portal on the raised platform and then one under the box dropper... and jump through it from the button-pedestal. Haha.

taco wrote:
This is a solution to Puzzle 8 involving the glitch where the cubes pass through a grate:

That's odd. I went back and tried it again, but it still doesn't happen. I wonder if this was a bug that got silently fixed. Perhaps you're playing with an older version of the game??? I don't know; very odd.

RogerL wrote:
That's odd. I went back and tried it again, but it still doesn't happen. I wonder if this was a bug that got silently fixed. Perhaps you're playing with an older version of the game??? I don't know; very odd.

Very odd indeed. That video was recorded on v1.1 so I'm not sure why you wouldn't be able to reproduce it. You are letting the cube get all the way to the ceiling?

taco wrote:
fumblus wrote:
Did the floor under the cube dropper become smaller in version 1.1? Puzzle 4 looks like an easy fling in the earlier video walkthroughs with the nice long portal surface. Now it's an incredibly irritating tiny patch, and the cube dropper gets in the way. It ruins this map for me. Thanks anyway.

I wouldn't go so far as to say that it ruined the map for me, but if the intended solution is (in v1.1) to complete the fling the same way it was commonly completed in v1 then it might be worth providing the player with more portable-floor for that test only (since I know you changed the floor to prevent issues with other tests).

Personally, I just place a portal on the raised platform and then one under the box dropper... and jump through it from the button-pedestal. Haha.

Haha you're so obsessed with fling! There's an even easier solution!

Spoiler
You can stand on the cube to reach the button.
Muhaha. AND STOP STANDING ON THOSE BUTTONS! :angrysquare:

When I'm not poppin portals I make songs: http://soundcloud.com/scarblab
Thornscrup wrote:
My solution is really exactly the same, but... in a different style. What do you think?

I think that's much more elegant, because it's all done in one move. My way takes a whole bunch of fiddling around to get the cube on the edge of the portal.

Thornscrup wrote:
PS: I can't find a way to show the youtube player. I suck.

When you use the youtube tags, only put the video's coded name in there. Leave out any _http://youtube.com/watch?v= stuff.

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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]

Thornscrup - please stop cutting yourself down.
This map was FUN, COMPLEX, and CHALLENGING !!!

People take something like this and dissect it - just looking for anything they can find that does not meet up to their own standards. OK I can understand doing that - because they are into the exactness of map-making techniques. But there is a silent majority who do not care about minor bugs and exploits - so long as the map is playable, can be completed, and is a blast to play.

Myself, I play for intrigue and FUN. I am too busy with solving the puzzles to worry that . . . oh, for example . . . the lighting has a bluish tint, a seam in the wall has a 1/8" gap, etc, etc. BIG DEAL.

Your previous map, "The Hard Way" - is my personal fav - eclipsed only by "Boxy Trixy" of Portal 1 fame.

This one I liked a lot - long play time, and the "one room" concept was cool.
I will say - that I do prefer moving along to new rooms and having to remember how to get back to other areas - and having one room relate to several other rooms.
This is why I loved The Hard Way so much.
Nevertheless, this map, "All in One" - took a new concept and executed it well.

Laser room - took me a while because I forgot how to execute a 3x3 - once you know how it
is a quickie as Djinndrache showed.
Level 08 was a great one. I do not see how Djinndrache clicked the button through the grating from up in the dropper area - to get two new cubes. The Portal was on the floor and the button is 4 feet above the floor portal - yet he clicked it from the dropper area through the mesh, somehow. I solved that room by first

Spoiler
getting one cube up there, going back and getting the other cube and myself in up there by lifting up with the funnel and then through the open window at the top
. Then with both cubes in that room the rest was easy.

Level 09 - I had difficulty in getting the cube up to the medium height platform - was fun having to

Spoiler
springboard it up in the air and portal i up to where you can barely catch it by crouching on the edge
. For the next part, luckily I completed the high fling because I had taken strafe jumping 101 - haha. One thing - I did not see a need for
Spoiler
the button on the top level. Actually you do NOT want to press it because it tilts the floor panel to 45-degrees, and you need the floor panel to be flat to allow you to fling to the final Exit button. I also saw no need for the Turrets since you fling past them too fast for them to be a real threat
.

PCDoc you're always here to cheer me up, thanks!
I really had a tough time making this map, and in the end it didn't even work completly, that's why I sounded a little upset somtimes! I don't even care about the design problems, light and stuff. It's the shortcuts that really break my heart! In my map, I always try to force the player to make new and elegant moves, so that's why I whimper a little bit when I see unintended solutions...yeah I'm a sensitive person. :lol:

Anyway, I'll be back with this All in One concept someday. Test 9 is definetly not working well! Thanks again!

When I'm not poppin portals I make songs: http://soundcloud.com/scarblab

I thought this map was excellent. I loved how you chained the puzzles together into a single space.

I had a tough time with the laser puzzle, but that was my fault. The room was so dark that I couldn't tell that the walls next to the laser were portalable. It had been a long night and I think I was down to maybe 6 or 7 functioning brain cells at that point. I didn't even try to pop a portal into those walls -- they looked like standard plain black walls, so I assumed that was part of the test. I still managed to come up with a solution, although it was not easy. I should have grabbed a screen shot but, as I said, my brain was not working very well.

Spoiler
I had one portal in the wall immediately to the right of the laser receiver, the other hard against the adjacent corner of the wall, perpendicular to the first portal. My last cube went between the two bells farthest from and adjacent to the laser receiver, through the last two bells, into the portal next to the receiver and out of the other portal along the wall to hit the receiver from the side. If the receiver had been recessed slightly into the wall, my solution would not have been possible.

The last puzzle had me completely stumped until I played it thorugh again over at my brother KennKong's house. He gave me the key hint about the game's mechanics that I had been missing --

Spoiler
jump into your floor portal at an angle so it doesn't "funnel" you straight into it, then you come out of the fling portal with the proper angle to reach the shelf
.

A solid 5/5 from me. Great job!

"I ache, therefore I am or, in my case, I am, therefore I ache."
--Marvin, the Paranoid Android

I loved the concept of this map. It's like being in a magic box that keep unfloding its secret. Nice gradation in the difficulty too. Only one test I did not toroughly enjoyed, the one with the 9 relays, because this pattern has been used and re-used.

Also, there is one HUGE exploit/bug you may want to solve. From level 3 at least, it is possible to land on the 'ledge' formed by the ligths on the side of the cube dropper, just below the target button to switch level. From there on one can simply jump straight up and push the button repeatdly level after level. Needles to say, this is not an alternat solution, because it ruins everything!

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