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[SP] Aperture Experimental Labs

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dakx wrote:
Nice Map. On my playthrough i don't see this Button http://www.youtube.com/watch?v=Hi8M7Y6TF2Q#t=10m18s
You don't need the Button to solve this puzzle but it would be good players cann see and use it.

Which version are you playing? If it's v1.2, then I understand how you might not need to use it. If it was v1.4, may I ask how you solved it instead?

Oh i don't know which Version i played. I load current File on 22 Sep. I solved it this way.

http://www.youtube.com/watch?v=sFBADra7-nQ

dakx wrote:
Oh i don't know which Version i played. I load current File on 22 Sep. I solved it this way.

http://www.youtube.com/watch?v=sFBADra7-nQ

Clever solution. I'll leave that in amongst the intended one. It can be done without hitting that button if you solve it your way though, so I didn't really see a need to make a button that you needn't use obvious. Still, I might add a few indicator lights connecting it to the emanscipation grill in an unofficial update. BTW, that looks like v1.2 to me. Thanks for showing me.

I got asked to re-play a newer version of this map because I seem to have unintentionally used exploits...

So I tried hard to exploit all the same things again, nobody tells me not to find my own ways! ;)

bpIXSwSEeIA
(Link: http://www.youtube.com/watch?v=bpIXSwSEeIA)

Thankyou for uploading this. Contrary to what you said, you've actually solved this a lot close to what I initially intended. The only actual exploit I saw you use was using the cube to get to the red gel button and that looked a lot harder than the actual solution so pretty much everything you did was what I'd call an alternate solution. I'm pretty impressed with that.

doubledispatch wrote:
Thankyou for uploading this. Contrary to what you said, you've actually solved this a lot close to what I initially intended. The only actual exploit I saw you use was using the cube to get to the red gel button and that looked a lot harder than the actual solution so pretty much everything you did was what I'd call an alternate solution. I'm pretty impressed with that.

Really? Damn it :( I loved the cube jump though, random idea that came to my mind :D

dakx wrote:
Nice Map. On my playthrough i don't see this Button http://www.youtube.com/watch?v=Hi8M7Y6TF2Q#t=10m18s
You don't need the Button to solve this puzzle but it would be good players cann see and use it.

Okay, I've taken what you've said into account and made that update among a few others.

EDIT: The update has now worked.

Djinndrache wrote:
Really? Damn it :( I loved the cube jump though, random idea that came to my mind :D

I like to have multiple solutions in my maps. It makes it more like the first portal. However, the cube jump will no longer be possible in the newest version. :P

This short scenario (5 chambers) shows effort and care to make the complete package, with basically all gaming elements covered somewhere (machines, gels). On the other hand, execution and puzzlework left me uninterested.

Firsts, visually it's all about plain, dark rooms lacking in detail and polish. Then, puzzles are movement based (going through traps etc) but somewhat clanky at due to oversized proportions and not so precise jump setups. More quantity than quality.

the hills are alive... with the sound of music
xdiesp wrote:
This short scenario (5 chambers) shows effort and care to make the complete package, with basically all gaming elements covered somewhere (machines, gels). On the other hand, execution and puzzlework left me uninterested.

Firsts, visually it's all about plain, dark rooms lacking in detail and polish. Then, puzzles are movement based (going through traps etc) but somewhat clanky at due to oversized proportions and not so precise jump setups. More quantity than quality.

Bear in mind that this is my first release. It's not like I do this as a job or have a lot of time for it.

I'll admit, graphically it may not be the most impressive thing, but since I was trying to recreate the Portal feel, that is intended to at least a small extent. As for the not so precise jumps, what exactly do you mean by this? I did have to edit the geometry a bit different to what I initially intended in order to fix exploits, but unless you've been thinking of the wrong solution, the jumps were perfectly intuitive during mine and my friends' playthroughs. That said, a video or more detailed description would be appreciated.

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