[SP] Broad Ratio
Quote from warnightify on March 1, 2012, 10:18 amjosepezdj wrote:lpfreaky90 wrote:This one is actually pretty easy to solve, just make the corridor a tiny bit smaller, for example, add 64 units of water in that little corridor before you have ground, that should solve itNo, no, no.... it's even easier! You only have to add some black textures near both edges of that door(?) with the fizzlers preventing the player from getting near and jump to its ledge. Simple
Easier way is only retexturing white wall to black wall texture and retexturing black wall (that opposite to older white wall) to white wall texture.

No, no, no.... it's even easier! You only have to add some black textures near both edges of that door(?) with the fizzlers preventing the player from getting near and jump to its ledge. Simple
Easier way is only retexturing white wall to black wall texture and retexturing black wall (that opposite to older white wall) to white wall texture.
Quote from Mog on March 1, 2012, 11:28 amwarnightify wrote:This is unfair, would you solve it with unintended solution when there is an intended solution?I honestly thought that was the intended solution! And a creative one at that.
I honestly thought that was the intended solution! And a creative one at that.
Quote from adzicents on March 1, 2012, 9:18 pmHere's my speedrun of this map. I like it, it was fun to play and a little tricky in places.
Here's my speedrun of this map. I like it, it was fun to play and a little tricky in places.
Quote from Djinndrache on March 3, 2012, 6:31 amThis map was quite enjoyable. Here is my blindrun of this map:
FqhCd7C6i20
(Link: http://www.youtube.com/watch?v=FqhCd7C6i20)
This map was quite enjoyable. Here is my blindrun of this map:
FqhCd7C6i20
(Link: http://www.youtube.com/watch?v=FqhCd7C6i20)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from nebbia88 on March 3, 2012, 8:15 amlpfreaky90 wrote:[spoiler]The final laser relay that opens the door also keeps the fizzler in front of the hard light bridge opened[/spoiler]
am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-

am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-
Quote from Lpfreaky90 on March 3, 2012, 8:21 amnebbia88 wrote:am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-I didn't post any video's in this thread
.
When I played this map there was a laser catcher, it had the 1-dot, 2-dot, and square signage. So aiming at that laser opened the door, disabled the fizzler between the rooms AND the fizzler in front of the hard light surface!
Hope that explained
I didn't post any video's in this thread .
When I played this map there was a laser catcher, it had the 1-dot, 2-dot, and square signage. So aiming at that laser opened the door, disabled the fizzler between the rooms AND the fizzler in front of the hard light surface!
Hope that explained
Quote from andyb on March 3, 2012, 11:58 amnebbia88 wrote:lpfreaky90 wrote:[spoiler]The final laser relay that opens the door also keeps the fizzler in front of the hard light bridge opened[/spoiler]
am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-
The origianl way to use the light bridge to get across still works just not all the time.I had to reload a save 4 times before the fizzlers worked right

am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-
The origianl way to use the light bridge to get across still works just not all the time.I had to reload a save 4 times before the fizzlers worked right
Quote from FourthReaper on March 3, 2012, 12:07 pmCool map.
It looked nice, though the white rooms were quite blinding...
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I didn't really have any issues (V1.2), and I always like a good fizzler based map. The last chamber was a tad on the easy side though.
Cool map. It looked nice, though the white rooms were quite blinding...
I didn't really have any issues (V1.2), and I always like a good fizzler based map. The last chamber was a tad on the easy side though.