[SP] Aperture Salience
Quote from NuclearDuckie on August 19, 2011, 12:16 amVery simple and straightforward puzzle design; the only complaint I have is that the cube doesn't spawn until you walk directly underneath the dropper - it should spawn as soon as you enter the room. I spent a while in confusion because I thought I had to somehow activate it first.
The advanced version relied a fair bit more on timing and precision; though one of the buttons (the extended one) I managed to activate just by dicking around, chucking the cube across the room. I think I had more fun solving that one, though.
Very simple and straightforward puzzle design; the only complaint I have is that the cube doesn't spawn until you walk directly underneath the dropper - it should spawn as soon as you enter the room. I spent a while in confusion because I thought I had to somehow activate it first.
The advanced version relied a fair bit more on timing and precision; though one of the buttons (the extended one) I managed to activate just by dicking around, chucking the cube across the room. I think I had more fun solving that one, though.
Quote from Localized on August 19, 2011, 12:30 amVery nice map. Like the above commenter said you should have the cube dropper spawn a cube as soon as you enter the room. I didn't even notice it and spent five minutes trying to solve it without a cube. Otherwise everything is looking very nice.
Very nice map. Like the above commenter said you should have the cube dropper spawn a cube as soon as you enter the room. I didn't even notice it and spent five minutes trying to solve it without a cube. Otherwise everything is looking very nice.
Quote from RubbishyUsername on August 19, 2011, 5:10 amBOB74j: I used the arrival/departure transition instance but I had to muck around with the logic script to get rid of the potato and orange portal firing ability. Yes, I meant to put the portal emitter lights for the orange portals, but I forgot. I'll add that in v1.1.
NuclearDuckie et. al.: I'll fix the cube dropper trigger for v1.1.
Rlink0: Yeah, that's the intended solution for normal right there, and there are a couple of variations on that that are slightly harder. For your advanced solution, that looks like a variation of Godfather's technique. I'll try to fix that for v1.1.
I'll try to have v1.1 up by 8:00 or 9:00 GMT (going to a friend's house to watch him play it now).
I'm really pleased and amazed at how quickly the community responds to new maps. It's already had 100 downloads in half a day. Thanks guys!
BOB74j: I used the arrival/departure transition instance but I had to muck around with the logic script to get rid of the potato and orange portal firing ability. Yes, I meant to put the portal emitter lights for the orange portals, but I forgot. I'll add that in v1.1.
NuclearDuckie et. al.: I'll fix the cube dropper trigger for v1.1.
Rlink0: Yeah, that's the intended solution for normal right there, and there are a couple of variations on that that are slightly harder. For your advanced solution, that looks like a variation of Godfather's technique. I'll try to fix that for v1.1.
I'll try to have v1.1 up by 8:00 or 9:00 GMT (going to a friend's house to watch him play it now).
I'm really pleased and amazed at how quickly the community responds to new maps. It's already had 100 downloads in half a day. Thanks guys!

Quote from Rubrica on August 19, 2011, 5:15 amBy the way, I think the problem people are having with your entrance elevator is due to the fact that you only used the _base instance and not the _logic instance for it. For more info, see here. You've probably read it already, but you must have missed a step.
By the way, I think the problem people are having with your entrance elevator is due to the fact that you only used the _base instance and not the _logic instance for it. For more info, see here. You've probably read it already, but you must have missed a step.
Quote from xdiesp on August 19, 2011, 5:58 amReminiscent of Portal 1 and Blue Portal in that, two solid microchambers of considerable difficulty.
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I actually found the normal one more difficult than the advanced, because of the rapid movement required in such a small confinement. See if you can connect the 2 chambers by the exit elevators, or via a switcher.
Reminiscent of Portal 1 and Blue Portal in that, two solid microchambers of considerable difficulty.
I actually found the normal one more difficult than the advanced, because of the rapid movement required in such a small confinement. See if you can connect the 2 chambers by the exit elevators, or via a switcher.
Quote from awkisopen on August 20, 2011, 12:26 amHere's a playthrough of the first chamber while I'm scratching my head over the second!
EDIT: And here's the advanced chamber.
Here's a playthrough of the first chamber while I'm scratching my head over the second!
EDIT: And here's the advanced chamber.
Quote from infernet89 on August 20, 2011, 10:34 amI'm not sure about the correct way to solve that, I:
NyTtuSooTc0
I'm not sure about the correct way to solve that, I:
NyTtuSooTc0
(I'll stop recording if i die.)
Quote from Nyskrte on August 20, 2011, 11:32 aminfernet89 wrote:I'm not sure about the correct way to solve that, I:
NyTtuSooTc0Invalid. Using the Sixense script breaks most puzzles anyway.
NyTtuSooTc0
Invalid. Using the Sixense script breaks most puzzles anyway.
(CO-OP) Orb Facility (Updated as of February 14th 2012, v1.06)
(CO-OP) Impetuosity (Updated as of April 18th 2012, v1.15)
(CO-OP) Puffin (Updated as of March 6th 2012, v1.06)
Quote from awkisopen on August 20, 2011, 11:33 amarvisrend wrote:So, any progress in fixing the elevator? I want to see chamber 2...Type "map sp_aperture_advsalience" into the console to play the advanced chamber.
Type "map sp_aperture_advsalience" into the console to play the advanced chamber.