[SP] Broad Ratio
Quote from pruhster on March 3, 2012, 3:59 pmPff, I would have never seen that white wall between the rooms if I hadn't read somebody suggesting you move it. There should be a way to make it more visible without allowing the unintended solution. Maybe extend the path with a little edge so one can look around.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Pff, I would have never seen that white wall between the rooms if I hadn't read somebody suggesting you move it. There should be a way to make it more visible without allowing the unintended solution. Maybe extend the path with a little edge so one can look around.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Quote from warnightify on March 3, 2012, 5:30 pmpruhster wrote:Pff, I would have never seen that white wall between the rooms if I hadn't read somebody suggesting you move it. There should be a way to make it more visible without allowing the unintended solution. Maybe extend the path with a little edge so one can look around.Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Technically there is a bug with fizzlers but it's not my fault to get entities bugged.I think there is no solution for fixing it.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Technically there is a bug with fizzlers but it's not my fault to get entities bugged.I think there is no solution for fixing it.
Quote from KennKong on March 3, 2012, 10:35 pmAn easy map for me; one which I enjoyed solving. After I got through the first time, I couldn't remember what one target did (the one with one dot, two dot, square and crescent). I played through again, and didn't use it. So I thought I'd show you, in case there's a logic flaw in your map, not just a red herring. 4/5 from me.
Broad Ratio
Broad Ratio
[spoiler]NxsMMIHwTzk[/spoiler]
An easy map for me; one which I enjoyed solving. After I got through the first time, I couldn't remember what one target did (the one with one dot, two dot, square and crescent). I played through again, and didn't use it. So I thought I'd show you, in case there's a logic flaw in your map, not just a red herring. 4/5 from me.
Broad Ratio
Broad Ratio
[spoiler]My YouTube Channel: Please subscribe!
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 Lpfreaky90 on March 4, 2012, 12:47 amwarnightify wrote:pruhster wrote:Pff, I would have never seen that white wall between the rooms if I hadn't read somebody suggesting you move it. There should be a way to make it more visible without allowing the unintended solution. Maybe extend the path with a little edge so one can look around.Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Technically there is a bug with fizzlers but it's not my fault to get entities bugged.I think there is no solution for fixing it.
I think that there's a problem with the fact that laser catchers can activate/deactivate too fast for fizzlers to properly register. To solve this problem:
Create two logic relays for each laser catcher. relay_on for the onpowered, relay_off for onunpowered.relay_1_on;
OnTrigger; relay_1_off, cancelpending, 0.00
Ontrigger; --output here--, --stuff--, 0.01Relay_1_off,
OnTrigger; relay_1_on , cancelpending, 0.00
Ontrigger; --output here--, --stuff--, 0.01This makes sure the correct thing happens. Hopefully that will solve your fizzler issue too
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Technically there is a bug with fizzlers but it's not my fault to get entities bugged.I think there is no solution for fixing it.
I think that there's a problem with the fact that laser catchers can activate/deactivate too fast for fizzlers to properly register. To solve this problem:
Create two logic relays for each laser catcher. relay_on for the onpowered, relay_off for onunpowered.
relay_1_on;
OnTrigger; relay_1_off, cancelpending, 0.00
Ontrigger; --output here--, --stuff--, 0.01
Relay_1_off,
OnTrigger; relay_1_on , cancelpending, 0.00
Ontrigger; --output here--, --stuff--, 0.01
This makes sure the correct thing happens. Hopefully that will solve your fizzler issue too
Quote from nebbia88 on March 5, 2012, 6:31 amlpfreaky90 wrote:I didn't post any video's in this thread.
yeah sorry for my bad english, with "you" i was referring to all users in this topic XD
great, so i'm not that noob but there's a bug XD

yeah sorry for my bad english, with "you" i was referring to all users in this topic XD
great, so i'm not that noob but there's a bug XD
Quote from macko68 on March 10, 2012, 4:17 pmGood map and I enjoy it. There are some leaks and second part is more like forced addition but still 5/5 from me. Found it easy but it was a good respite from coop Four Rooms map that I`m working on.
Good map and I enjoy it. There are some leaks and second part is more like forced addition but still 5/5 from me. Found it easy but it was a good respite from coop Four Rooms map that I`m working on.
Quote from warnightify on March 10, 2012, 5:47 pmmacko68 wrote:Good map and I enjoy it. There are some leaks and second part is more like forced addition but still 5/5 from me. Found it easy but it was a good respite from coop Four Rooms map that I`m working on.Can you please specify places of leaks?
Can you please specify places of leaks?
Quote from zivi7 on March 10, 2012, 6:16 pmI would also suggest switching the two maps to have the far easier second one in the beginning. I also had trouble with the exit - [spoiler]while I did register that the light bridge was obviously supposed to be used, I didn't look close enough at that goo-gap-room. If I saw it correctly, in your first version the tiles were perfectly visible on the opposite wall. To prevent the unintended solution and still have them visible, maybe that room could be made wider and the white tiles could be placed on one of the sides of that room then?[/spoiler] 4/5 from me.
I would also suggest switching the two maps to have the far easier second one in the beginning. I also had trouble with the exit -

Quote from Lpfreaky90 on March 10, 2012, 7:53 pmzivi7 wrote:I would also suggest switching the two maps to have the far easier second one in the beginning. I also had trouble with the exit - [spoiler]while I did register that the light bridge was obviously supposed to be used, I didn't look close enough at that goo-gap-room. If I saw it correctly, in your first version the tiles were perfectly visible on the opposite wall. To prevent the unintended solution and still have them visible, maybe that room could be made wider and the white tiles could be placed on one of the sides of that room then?[/spoiler] 4/5 from me.Yes, fixing this unintended solution made the intended a lot harder. So maybe just un-fix that in order to make your map more enjoyable to others. A lot of valve maps also still have unintended shortcuts. They're only great for speed solvers

Yes, fixing this unintended solution made the intended a lot harder. So maybe just un-fix that in order to make your map more enjoyable to others. A lot of valve maps also still have unintended shortcuts. They're only great for speed solvers
Quote from Ruien on March 13, 2012, 11:21 amI'm sorry but this map is terrible in its current form.
It appears that there is no portable surface in the connecting room between the two chambers. Because there is only one laser and both the light bridge and door require a laser catcher, it appears that the whole puzzle is in figuring out how to keep the door open, obtain the light bridge with a single portal shot standing right behind the door, and making a double jump onto and off of the light bridge from within the connecting chamber before the door would block it off. So I ran through and got all three cubes without any "puzzle", and then wasted a couple hours trying to set up the aforementioned circuit.
What makes little sense is that you could easily have fixed this by making the platform in the interconnection room a tad longer so that the portal surface is clearly visible. The fact that you don't implies to the player that there is no portal surface and that they must look for a solution similar to the above.
2/5 from me for wasting my time.
I'm sorry but this map is terrible in its current form.
It appears that there is no portable surface in the connecting room between the two chambers. Because there is only one laser and both the light bridge and door require a laser catcher, it appears that the whole puzzle is in figuring out how to keep the door open, obtain the light bridge with a single portal shot standing right behind the door, and making a double jump onto and off of the light bridge from within the connecting chamber before the door would block it off. So I ran through and got all three cubes without any "puzzle", and then wasted a couple hours trying to set up the aforementioned circuit.
What makes little sense is that you could easily have fixed this by making the platform in the interconnection room a tad longer so that the portal surface is clearly visible. The fact that you don't implies to the player that there is no portal surface and that they must look for a solution similar to the above.
2/5 from me for wasting my time.