[SP] Cubes 'n' Funnels
Quote from Will T. on May 27, 2011, 6:13 pmUpdated to version 1.1, incorporating a block for the posted unintended solutions. Remember: with the real method, you never end up touching the cubes.
Also added some lighting emphasis to draw the player's eyes toward the more-easily-missed portal surfaces.I really hope I can make this one work exploit-free without cluttering it up too bad... I feel like it might be edging towards being too visually dense as it is. What do you think?
I'd also like to know how well people are figuring out the "proper" solution, now that the cube can't be gotten directly with the portal-able floors.
Updated to version 1.1, incorporating a block for the posted unintended solutions. Remember: with the real method, you never end up touching the cubes. ![]()
Also added some lighting emphasis to draw the player's eyes toward the more-easily-missed portal surfaces.
I really hope I can make this one work exploit-free without cluttering it up too bad... I feel like it might be edging towards being too visually dense as it is. What do you think?
I'd also like to know how well people are figuring out the "proper" solution, now that the cube can't be gotten directly with the portal-able floors.
Quote from kwp21 pitts on May 28, 2011, 1:10 amExploits happen, I run into those a little frequently with my project.
Exploits happen, I run into those a little frequently with my project.

VDC User PageQuote from cg5 on May 28, 2011, 10:33 amI liked this one. The visuals and atmosphere were great and the [spoiler]funnelling cubes around without touching them[/spoiler], while not particularly original or hard to figure out, had a nice complexity to it ([spoiler]as in, rather than just a few redirections, you had to keep moving the cube all over the place[/spoiler]). The [spoiler]intially-disabled button[/spoiler] just confused me; surely there's a more conventional way to do that. I entirely missed the [spoiler]propulsion gel[/spoiler] at first, and I spent quite a while trying to get to the exit with just the [spoiler]repulsion gel and funnel[/spoiler], annoyingly, and I didn't think to go back for a long time because I thought there was nothing other than the entrance back there.
I liked this one. The visuals and atmosphere were great and the
Quote from Will T. on May 30, 2011, 10:05 pmcg5 wrote:The [spoiler]intially-disabled button[/spoiler] just confused me; surely there's a more conventional way to do that. I entirely missed the [spoiler]propulsion gel[/spoiler] at first, and I spent quite a while trying to get to the exit with just the [spoiler]repulsion gel and funnel[/spoiler], annoyingly, and I didn't think to go back for a long time because I thought there was nothing other than the entrance back there.I've been thinking about both of these over the weekend, and I hope I've fixed them in the new version.
Speaking of which, version 1.2 is now up!
Changes:
-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
I've been thinking about both of these over the weekend, and I hope I've fixed them in the new version.
Speaking of which, version 1.2 is now up! ![]()
Changes:
-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
Quote from bjs0 on May 31, 2011, 5:40 pmI played this map for the first time just now, and I can't reasonably complain about anything (except difficulty, but that's a matter of taste). So whatever changes were made, they were good ones.
Solid visuals, a well-made puzzle, and decent dose of originality. Well done, sir.
I played this map for the first time just now, and I can't reasonably complain about anything (except difficulty, but that's a matter of taste). So whatever changes were made, they were good ones.
Solid visuals, a well-made puzzle, and decent dose of originality. Well done, sir.
Quote from Krem on June 1, 2011, 1:55 pmHey there, this map came up in my quest to do videos of the contest entries, and I'll be posting it here. There's one bit where I start funneling myself around and "get stuck and have to restart", honestly I can't tell if I just missed some exit I could have taken or if it was a legitimate dead end. Other than that I had a lot of fun with the map, great job on the visuals too!
[spoiler]q68d8kSS1ac[/spoiler]
Hey there, this map came up in my quest to do videos of the contest entries, and I'll be posting it here. There's one bit where I start funneling myself around and "get stuck and have to restart", honestly I can't tell if I just missed some exit I could have taken or if it was a legitimate dead end. Other than that I had a lot of fun with the map, great job on the visuals too!
Quote from Will T. on June 1, 2011, 5:29 pmThanks for the video!
Glad you enjoyed the puzzle. Yeah, the player isn't supposed to go onto the button, and I guess I didn't work out a way to get them off of it... I'll try to add some sort of escape system for that situation.
Thanks for the video!
Glad you enjoyed the puzzle. Yeah, the player isn't supposed to go onto the button, and I guess I didn't work out a way to get them off of it... I'll try to add some sort of escape system for that situation.
Quote from Will T. on June 5, 2011, 11:14 pmWell, after a weekend of non-Portal-2-related activity, I sat down and finished up what I'd started adding to this before the weekend. Version 1.3 is now up. Taking into account the looming contest deadline, I think this is the final version that I will submit to the contest. As such, I've included my .VMF and instances. If there are any new problems that show up between now and 9PM PDT tomorrow however, please don't hesitate to let me know so I can do my best to fix them before the deadline.
CHANGES:
-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
Well, after a weekend of non-Portal-2-related activity, I sat down and finished up what I'd started adding to this before the weekend. Version 1.3 is now up. Taking into account the looming contest deadline, I think this is the final version that I will submit to the contest. As such, I've included my .VMF and instances. If there are any new problems that show up between now and 9PM PDT tomorrow however, please don't hesitate to let me know so I can do my best to fix them before the deadline.
CHANGES:
-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
Quote from MisterVercetti on June 26, 2011, 9:55 pmReally nice map here! You managed to pull off the ruined Aperture theme really nicely (which is quite a rarity for that theme!), and I absolutely loved the little Portal 1 throwback at the beginning. I was definitely left wanting more, as I was really disappointed when it ended so quickly!
I did, however, notice a glaring problem. When you're using the funnels to get the second cube to the button, it has the potential to get stuck underneath the panels that get flipped up by the first button. When this happens, you have no choice but to kill yourself and restart from the save point, since there's no way to get the cube out from there. A real simple fix to this would be to flip those panels 90 degrees, so that they flip out sideways. This way, there is no hole for the cube to float into.
Other than that, though, really solid map! 5/5 from me.
Really nice map here! You managed to pull off the ruined Aperture theme really nicely (which is quite a rarity for that theme!), and I absolutely loved the little Portal 1 throwback at the beginning. I was definitely left wanting more, as I was really disappointed when it ended so quickly!
I did, however, notice a glaring problem. When you're using the funnels to get the second cube to the button, it has the potential to get stuck underneath the panels that get flipped up by the first button. When this happens, you have no choice but to kill yourself and restart from the save point, since there's no way to get the cube out from there. A real simple fix to this would be to flip those panels 90 degrees, so that they flip out sideways. This way, there is no hole for the cube to float into.
Other than that, though, really solid map! 5/5 from me. ![]()
Quote from slaglemark on June 27, 2011, 1:03 pmi havent seen it mentioned, but if you walk through the very first door, then walk back out again to the entry area, the door is broken. have to reload map.
i havent seen it mentioned, but if you walk through the very first door, then walk back out again to the entry area, the door is broken. have to reload map.
