[SP] Cubes 'n' Funnels
Quote from Will T. on May 27, 2011, 2:47 amYeah, I'm not great at names...
This is my contest entry. Not much more to say than that...
If you find any new exploits please don't hesitate to point them out.
CHANGELOG:
v. 1.3 - 6/5/2011 - CONTEST FINAL
-Added a means of escaping from either button should the player accidentally end up on one of them via the funnel
-Made it so that the player can no longer directly press either button and trigger the autosave when the cube isn't there
-Fixed a convoluted exploit that allowed the player to bypass the second part of the funnel puzzle
-Changed the way the broken ceiling lighting was set up - there is now some natural light in the room!
-Added more details all around
-Fixed some aesthetic problems - misaligned textures, glitchy models, etc. (Some small errors may persist; I tried but couldn't find working solutions to a couple of potential minor lighting glitches)
-Added an env_wind to make vines swayv. 1.2 - 5/30/2011
-Added signs hinting towards the propulsion gel
-Changed the repulsion (bounce) gel button to rise out of the floor when enabled, and start visibly retracted into the floor
-(Hopefully) fixed the panel-platform controlled by the right-side floor button getting stuck in the "down" position when the button is pressed
-Re-added music, with a little piece of Portal 1 nostalgia(it doesn't loop, but the file I picked doesn't either so it works)
-Added more destructionv. 1.1 - 5/27/2011
-Fixed multiple methods through which the player could acquire the cubes in unintended ways, bypassing the main puzzles
-Added lights to draw player's attention to potentially hard-to-see testing elements (i.e. portal surfaces in dark-ish areas)
-Removed music for now; I might re-add it when I figure out how to make it actually work
-Tweaked timing of events on broken sign at the start - it now explodes and dies after 1 second (was 2.5)
-Fixed some minor texture alignment issuesv. 1.0 - 5/26/2011
-Initial releaseFile Name: sp_will-t_cubes-n-funnels_v1-3.zip
File Size: 2.46?MiB
Cubes 'n' Funnels
Yeah, I'm not great at names... ![]()
This is my contest entry. Not much more to say than that...
If you find any new exploits please don't hesitate to point them out.
CHANGELOG:
v. 1.3 - 6/5/2011 - CONTEST FINAL
-Added a means of escaping from either button should the player accidentally end up on one of them via the funnel
-Made it so that the player can no longer directly press either button and trigger the autosave when the cube isn't there
-Fixed a convoluted exploit that allowed the player to bypass the second part of the funnel puzzle
-Changed the way the broken ceiling lighting was set up - there is now some natural light in the room! ![]()
-Added more details all around
-Fixed some aesthetic problems - misaligned textures, glitchy models, etc. (Some small errors may persist; I tried but couldn't find working solutions to a couple of potential minor lighting glitches)
-Added an env_wind to make vines sway
v. 1.2 - 5/30/2011
-Added signs hinting towards the propulsion gel
-Changed the repulsion (bounce) gel button to rise out of the floor when enabled, and start visibly retracted into the floor
-(Hopefully) fixed the panel-platform controlled by the right-side floor button getting stuck in the "down" position when the button is pressed
-Re-added music, with a little piece of Portal 1 nostalgia
(it doesn't loop, but the file I picked doesn't either so it works)
-Added more destruction
v. 1.1 - 5/27/2011
-Fixed multiple methods through which the player could acquire the cubes in unintended ways, bypassing the main puzzles
-Added lights to draw player's attention to potentially hard-to-see testing elements (i.e. portal surfaces in dark-ish areas)
-Removed music for now; I might re-add it when I figure out how to make it actually work
-Tweaked timing of events on broken sign at the start - it now explodes and dies after 1 second (was 2.5)
-Fixed some minor texture alignment issues
v. 1.0 - 5/26/2011
-Initial release
File Name: sp_will-t_cubes-n-funnels_v1-3.zip
File Size: 2.46?MiB
Cubes 'n' Funnels
Quote from kwp21 pitts on May 27, 2011, 2:55 amWill T. wrote:Yeah, I'm not great at names...Don't feel bad, the name of my map was whatever popped into my head at the time. The map basically began as a random made experiment with the game mechaninics and eventually evolved into Experimental Challenge. At least you havent named you map as just "map".
Don't feel bad, the name of my map was whatever popped into my head at the time. The map basically began as a random made experiment with the game mechaninics and eventually evolved into Experimental Challenge. At least you havent named you map as just "map".![]()

VDC User PageQuote from msleeper on May 27, 2011, 3:07 amOr "(Username) Test".
Or "(Username) Test".
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from kwp21 pitts on May 27, 2011, 3:09 ammsleeper wrote:Or "(Username) Test".or just "Test"
or just "Test" 

VDC User PageQuote from Tridente on May 27, 2011, 5:34 amNice Map.
Question:
Is this the right way? Because it's too easy (second cube?).
Walkthrough Cubes 'n' Funnels:
[spoiler]http://www.youtube.com/watch?v=A26MftawCwU[/spoiler]
Nice Map.
Question:
Is this the right way? Because it's too easy (second cube?).
Walkthrough Cubes 'n' Funnels:
Quote from infernet89 on May 27, 2011, 6:21 amTridente wrote:Nice Map.Question:
Is this the right way? Because it's too easy (second cube?).
Walkthrough Cubes 'n' Funnels:
[spoiler]http://www.youtube.com/watch?v=A26MftawCwU[/spoiler]
LoL, my solution was totally different from yours (and maybe easier.), there are a lot of unintended solution on this map..
Here is the video (Speed Run + Blind Ride):
http://www.youtube.com/watch?v=MW6_EY9GjtQ
Question:
Is this the right way? Because it's too easy (second cube?).
Walkthrough Cubes 'n' Funnels:
LoL, my solution was totally different from yours (and maybe easier.), there are a lot of unintended solution on this map..
Here is the video (Speed Run + Blind Ride):
http://www.youtube.com/watch?v=MW6_EY9GjtQ
(I'll stop recording if i die.)
Quote from BOEN on May 27, 2011, 6:27 amman I must have died at least 4 or 5 times before i realized that you didn't need to be with the cube to carry it over
man I must have died at least 4 or 5 times before i realized that you didn't need to be with the cube to carry it over 
Quote from DaMaGepy on May 27, 2011, 7:35 amI made my custom music looping (not in a contest map) by just repeating it several times with a trigger: 3 min music, at the beginning a trigger starts the ambient_generic, then at 3:00 then at 6:00, I made it till 30 min (or maybe at 180 second the relay can just trigger itself or another one, not tried)
btw once I had to noclip around and I saw the area behind the red field (2nd cube) is portable. With full red its not that obvious, unless I try to place portal everywhere.
Anyway, its a well made map with clever puzzles.maybe put a grate 32 unit above the portal surface next to the 2nd cube so ppl cant pass thru it but the cube floats above it anyway, or w8, that could make tha bottom surface un-visible too
I made my custom music looping (not in a contest map) by just repeating it several times with a trigger: 3 min music, at the beginning a trigger starts the ambient_generic, then at 3:00 then at 6:00, I made it till 30 min (or maybe at 180 second the relay can just trigger itself or another one, not tried)
btw once I had to noclip around and I saw the area behind the red field (2nd cube) is portable. With full red its not that obvious, unless I try to place portal everywhere.
Anyway, its a well made map with clever puzzles.
maybe put a grate 32 unit above the portal surface next to the 2nd cube so ppl cant pass thru it but the cube floats above it anyway, or w8, that could make tha bottom surface un-visible too ![]()
Quote from xdiesp on May 27, 2011, 7:57 amGood job, it's evident you took extra care with the atmosphere. Imo it may fell a little short with the gameplay: takes relatively few moves to get it done, not to mention one can skip [spoiler]the left side funneling by portaling to the cube beside the red barrier[/spoiler].
You might want to make the puzzle elements lil more understated, not to ruin the moody setting with bulky pillars. Other than that, nice one.
Good job, it's evident you took extra care with the atmosphere. Imo it may fell a little short with the gameplay: takes relatively few moves to get it done, not to mention one can skip
You might want to make the puzzle elements lil more understated, not to ruin the moody setting with bulky pillars. Other than that, nice one.
Quote from Will T. on May 27, 2011, 12:29 pmHaha, wow, those solutions didn't even cross my mind somehow...
The intended solution involves 100% using the funnel to move the cubes without the player ever actually needing to touch them. Guess I'll have to stop 'em from passing through the portal-able surfaces back to the player. I like the idea of grates, that might work with a little cleverness.
I'll get on that today. Thanks for the feedback!
Haha, wow, those solutions didn't even cross my mind somehow... ![]()
The intended solution involves 100% using the funnel to move the cubes without the player ever actually needing to touch them. Guess I'll have to stop 'em from passing through the portal-able surfaces back to the player. I like the idea of grates, that might work with a little cleverness.
I'll get on that today. Thanks for the feedback! ![]()
