[SP] Condition
Quote from srs bsnss on January 28, 2014, 1:57 pmMy entry for the 12th P2LC Bi-Weekly Challenge. Not my best work, but I'm still happy with it.
My aim was to create a puzzle that was based on simplicity, i.e., very little going on, just the very basics, that still offered a challenge. I also wanted to put a focus on white walls, and having as much white as I could. Didn't want to create a 'puzzle on rails'.
This is probably also the last map you'll see from me for a while, as I have real life duties for the coming year (final year of school). Thus I won't have a lot of time for mapping. But don't worry! I'll still try to release maps whenever I can (I have 2 more Inquisition Bonus Maps in the works, plus a standalone map using the Smoke Field and Inquisition Field).
Enjoy!
My entry for the 12th P2LC Bi-Weekly Challenge. Not my best work, but I'm still happy with it.
My aim was to create a puzzle that was based on simplicity, i.e., very little going on, just the very basics, that still offered a challenge. I also wanted to put a focus on white walls, and having as much white as I could. Didn't want to create a 'puzzle on rails'.
This is probably also the last map you'll see from me for a while, as I have real life duties for the coming year (final year of school). Thus I won't have a lot of time for mapping. But don't worry! I'll still try to release maps whenever I can (I have 2 more Inquisition Bonus Maps in the works, plus a standalone map using the Smoke Field and Inquisition Field).
Enjoy!
Quote from srs bsnss on January 28, 2014, 2:02 pmAnd here's a link to the competition page:
12th P2LC Bi-Weekly Challenge
And here's a link to the competition page:
12th P2LC Bi-Weekly Challenge
Quote from quatrus on January 28, 2014, 2:44 pmWell done objective achieved - clean and elegant puzzle. Thanks for yet another excellent map.
Well done objective achieved - clean and elegant puzzle. Thanks for yet another excellent map.
Quote from HeadShot on January 28, 2014, 3:20 pmAwesome chamber. I assumed it would be over after [spoiler]using the cube on the lift[/spoiler], but there was still a sweet sequence to get everything in place for the finish!
Awesome chamber. I assumed it would be over after

Quote from User on January 29, 2014, 5:34 amAwesome map, 5/5
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But if i place the cube on the door button, and activate the laser catcher, i hear the wheatley end sequence, but i didnt solved the chamber. It would be better if the sequence only plays if im in front of the exit doorBut the design is great, and the voice fits
Awesome map, 5/5
But if i place the cube on the door button, and activate the laser catcher, i hear the wheatley end sequence, but i didnt solved the chamber. It would be better if the sequence only plays if im in front of the exit door
But the design is great, and the voice fits
Quote from HMW on January 30, 2014, 10:35 amI like it when you can go anywhere in a map and there are plenty of white walls, and it's still a puzzle. Good job!
I guess the trick to designing this kind of puzzle is to lock down one portal in a certain area, to restrict what the player can do with the other portal.
I like it when you can go anywhere in a map and there are plenty of white walls, and it's still a puzzle. Good job!
I guess the trick to designing this kind of puzzle is to lock down one portal in a certain area, to restrict what the player can do with the other portal.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Lpfreaky90 on January 30, 2014, 10:29 pmSuper map!
The solution is very neat! Loved it! Not only is the puzzle awesome; the visuals are stunning too!
Absolutely recommendable!
5/5
Super map!
The solution is very neat! Loved it! Not only is the puzzle awesome; the visuals are stunning too!
Absolutely recommendable!
5/5
Quote from sicklebrick on February 2, 2014, 3:27 amIt looks great, the puzzle is tight, the lighting is spot on, there's nowhere to get stuck, no dark alleys, everything is presented to you nice and early on, and you can just get to work testing and exploring the elements right away. Everything's self-contained and relevant. I've been on a bit of a srs bsnss map binge this weekend, so I'm starting to notice that this seems to be part of your winning formula
Literally the only thing that slightly bothered me was that a couple inches of ceiling space would have been nice. That's it. Thanks for sharing
My solution (more or less identical to Jose's ):
ALpPE-F2fLM
It looks great, the puzzle is tight, the lighting is spot on, there's nowhere to get stuck, no dark alleys, everything is presented to you nice and early on, and you can just get to work testing and exploring the elements right away. Everything's self-contained and relevant. I've been on a bit of a srs bsnss map binge this weekend, so I'm starting to notice that this seems to be part of your winning formula
Literally the only thing that slightly bothered me was that a couple inches of ceiling space would have been nice. That's it. Thanks for sharing
My solution (more or less identical to Jose's ):
ALpPE-F2fLM
Quote from srs bsnss on February 3, 2014, 4:25 amThanks for the comments everyone!
TheTobbell wrote:Awesome map, 5/5![]()
But if i place the cube on the door button, and activate the laser catcher, i hear the wheatley end sequence, but i didnt solved the chamber. It would be better if the sequence only plays if im in front of the exit door![]()
But the design is great, and the voice fits
Well, my aim was to have Wheatley getting ready for the test euphoria, so that's why there's some early dialogue. I considered using a timer and cases to get Wheatley to nag the player, as in saying "Still gotta get through the door, don't you?" or something along those lines, every 30 seconds; but I didn't follow through. Perhaps I should though.
sicklebrick wrote:It looks great, the puzzle is tight, the lighting is spot on, there's nowhere to get stuck, no dark alleys, everything is presented to you nice and early on, and you can just get to work testing and exploring the elements right away. Everything's self-contained and relevant. I've been on a bit of a srs bsnss map binge this weekend, so I'm starting to notice that this seems to be part of your winning formula![]()
Literally the only thing that slightly bothered me was that a couple inches of ceiling space would have been nice. That's it. Thanks for sharing
My solution (more or less identical to Jose's ):
ALpPE-F2fLMThanks, for the comments and the video
Glad to know I've got a winning formula
![]()
With regards to your solution, while it's very clean and could very well be an intended solution, it's a bit off the mark. Normally I wouldn't have bothered but the [spoiler]cube on the lift[/spoiler] was the focal point of the puzzle.
Ceiling space; yeah, I see what you mean. Even I found it a bit troublesome, but I'd already done the roof before properly testing
Thanks for the comments everyone!

But if i place the cube on the door button, and activate the laser catcher, i hear the wheatley end sequence, but i didnt solved the chamber. It would be better if the sequence only plays if im in front of the exit door

But the design is great, and the voice fits
Well, my aim was to have Wheatley getting ready for the test euphoria, so that's why there's some early dialogue. I considered using a timer and cases to get Wheatley to nag the player, as in saying "Still gotta get through the door, don't you?" or something along those lines, every 30 seconds; but I didn't follow through. Perhaps I should though.

Literally the only thing that slightly bothered me was that a couple inches of ceiling space would have been nice. That's it. Thanks for sharing
My solution (more or less identical to Jose's ):
ALpPE-F2fLM
Thanks, for the comments and the video Glad to know I've got a winning formula
With regards to your solution, while it's very clean and could very well be an intended solution, it's a bit off the mark. Normally I wouldn't have bothered but the
Ceiling space; yeah, I see what you mean. Even I found it a bit troublesome, but I'd already done the roof before properly testing