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[SP] Dispersed

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If MarKiu's vid is actually the intended way then its a game of chance.Throwing cubes should never be part of a puzzle.The game is portal not cube toss lol

The cube toss isn't that much of a toss. Believe me, I can't toss a cube to save my life, and I've died plenty of times trying. Once I got the idea, it took me two tries. Its more of a jump and reach is all that is needed.

Fun map, and a decent challenge. I didn't mind so much about chucking the cubes around; I love that sort of thing, but sometimes placing the floor portals was a bit of a pain in the ass. Maybe some portal placement helpers would be handy, without giving the game away too much!

At first

Spoiler
I put the orange funnel through the grate to grab the companion cube sitting on the laser grid's ledge.. then drop it onto the button. You're supposed to be able to grab the cube through the grating, right? Then after a bunch of confusion I figured it was maybe best to be in the laser room - sounds a lot like RogerL's version of events.
. Misdirection ftw!

Anyway here's my final seriously unintended solution :)
TA_0EPXLwnY
(unlisted link, gimme a toot if you want it removed ^^)

First of all, credit to marKiu for coming up with a solution.
I feel really stupid, because grayarea came up with the initial tricks used during playtesting, and I should have properly removed them. marKiu's way in the final room is intended though.

@andyb : I agree, I also don't like random cube throwing. But the method to

Spoiler
put the second cube on the bridge button in the final room
is fairly reliable. While testing I got it about 8 out of 10 times.
Spoiler
RogerL's method of activating the funnel and rushing into the last room is what I intended, and shouldn't take many tries (hopefully). In that, you don't have to "toss" the cube as much as just release it during the jump.

Hopefully marKiu won't mind if I attempt to block the majority of his solution, as it's totally unintended.

I'll release the new version soon.

lpfreaky90 wrote:
I tried to solve the map when it was still in progress and it didn't have the ledge yet.

Eyyyy... me neither!! This is unfair... I tilted the cube by opening a portal on the floor while another was opened on the wall where the laser beam ended in the time I jumped onto the floor_button to activate the orange funnel... This only for dot-1! and it took my like one thousand tries to finally point to the laser_catcher of dot-1.

Anyway, very good puzzle for a first map. I'll try the next version when released.

Cheer up Xtreger!

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

(Refer my previous post on page 1, the second-last one)
Alright I've now released the new version that should probably disallow previous unintended tricks.

@lpfreaky90 and josepezdj : Don't worry - a substantial part of the puzzle is still remaining. So you can keep trying if you want :)

I've also changed the difficulty to medium/hard. Looks like I couldn't properly gauge it before...

Firstly just want to say that this is an incredible first-map effort from Xtreger. I didn't help very much, but it was a privilege to playtest it before release. I hope we can convince him to make more maps because they will get even better.

andyb: I'm glad to hear you're taking a break. Hopefully for a few months. We all need a little less of your negativity and a little more encouragement in my opinion. Let's see what you're capable of creating.

It's essentially impossible for a map maker to judge the difficulty of their own map, so the discussion about medium versus hard is completely pointless. Maybe there should just be a player rating system for difficulty as well as quality. It should also be noted that difficulty has been progressively increasing as more maps get released and the envelope keeps getting pushed. Obviously I'm all in favour of that, but it also means that "hard" maps from 6+ months ago should probably now be considered "medium". Just a thought..

My maps: [1] [2] [3] [4] [5] [6] [7] [8].
grayarea wrote:
Firstly just want to say that this is an incredible first-map effort from Xtreger. I didn't help very much, but it was a privilege to playtest it before release. I hope we can convince him to make more maps because they will get even better.

andyb: I'm glad to hear you're taking a break. Hopefully for a few months. We all need a little less of your negativity and a little more encouragement in my opinion. Let's see what you're capable of creating.

It's essentially impossible for a map maker to judge the difficulty of their own map, so the discussion about medium versus hard is completely pointless. Maybe there should just be a player rating system for difficulty as well as quality. It should also be noted that difficulty has been progressively increasing as more maps get released and the envelope keeps getting pushed. Obviously I'm all in favour of that, but it also means that "hard" maps from 6+ months ago should probably now be considered "medium". Just a thought..

Andyb isn't that negative is he? He's just saying he doesn't like gimic-y techniques ;)

And about difficulty: it's so extremely different for people. There's a map in Portal Stories two playtesters have played so far. It took 40 minutes for person 1 and less then 10 for person 2. Person one rated it 9/10 difficulty; person 2 6/10. Another map even had 3/10 and 10/10 difficulty.

lpfreaky90 wrote:
Andyb isn't that negative is he? He's just saying he doesn't like gimic-y techniques ;)

And about difficulty: it's so extremely different for people. There's a map in Portal Stories two playtesters have played so far. It took 40 minutes for person 1 and less then 10 for person 2. Person one rated it 9/10 difficulty; person 2 6/10. Another map even had 3/10 and 10/10 difficulty.

Yeah I concur... Different people have different tastes and andyb was merely expressing his opinion about one aspect. Above all I'd be happy if people enjoyed this map rather than taking it too seriously :lol:

Nah It's just that I never heard a positive word from that guy.

Anyway, as for the difficulty aspect, lpfreaky I think we're agreeing actually. Since difficulty is so subjective and varies massively from person to person, it shouldn't be left to the map maker to define the difficulty level (or quality!) in the description. In many ways, the map maker is the least qualified person to do so because they're the only one who knows the solution from the start.

My maps: [1] [2] [3] [4] [5] [6] [7] [8].
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