[SP] Funnel and Cube
Quote from autobzooty on July 16, 2011, 10:48 pmThis is the first proper puzzle I've finished. It was kind of an exercise for me to learn the tools and practice basic puzzle design than something serious, but I thought I'd post it anyways.
It's super short and not very difficult, but any pointers or comments would be greatly appreciated! I'm new at this.
File Name: funnelandcube1.1.zip
File Size: 1.3 MiB
Click here to download Funnel and Cube
This is the first proper puzzle I've finished. It was kind of an exercise for me to learn the tools and practice basic puzzle design than something serious, but I thought I'd post it anyways.
It's super short and not very difficult, but any pointers or comments would be greatly appreciated! I'm new at this.
File Name: funnelandcube1.1.zip
File Size: 1.3 MiB
Click here to download Funnel and Cube
Quote from xdiesp on July 16, 2011, 11:36 pmSingle-box micromap, exceedingly easy to break. All those white panels make it simple to just 1) portal beside the button, then 2) funnel to the top: see if you can limit them while at the same time pushing for specific maneuvers, like i.e. portaling across water, using the momentum from a funnel to the ceiling to reach the button, funneling the cube out of a fizzler's reach, bringing a companion cube along, funnel from wall to wall etc.
Technically, possible improvements could be: adding more depth to walls and floors by embossing single panels and whitedark areas; giving test & number signs to each element; placing an observation room which the map's lightning come from; add a door after the first elevator; generally more decor to the plain blackwall areas (like that faux portal placer hint).
Single-box micromap, exceedingly easy to break. All those white panels make it simple to just 1) portal beside the button, then 2) funnel to the top: see if you can limit them while at the same time pushing for specific maneuvers, like i.e. portaling across water, using the momentum from a funnel to the ceiling to reach the button, funneling the cube out of a fizzler's reach, bringing a companion cube along, funnel from wall to wall etc.
Technically, possible improvements could be: adding more depth to walls and floors by embossing single panels and whitedark areas; giving test & number signs to each element; placing an observation room which the map's lightning come from; add a door after the first elevator; generally more decor to the plain blackwall areas (like that faux portal placer hint).
Quote from autobzooty on July 17, 2011, 12:22 amOh shoot, you're right. I had actually fixed that particular way to break the puzzle pretty early on, but later extended the ledge that the door sits on and forgot to test it again to see if it broke.
Thanks for the pointers, your tips are helpful, but I feel a little silly for posting such a busted level now
Oh shoot, you're right. I had actually fixed that particular way to break the puzzle pretty early on, but later extended the ledge that the door sits on and forgot to test it again to see if it broke.
Thanks for the pointers, your tips are helpful, but I feel a little silly for posting such a busted level now ![]()
Quote from infernet89 on July 17, 2011, 6:48 amKinda easy, bad to see.. but, interesting way to combinate same elements (cube and funnel) in different ways in the same room.
Kinda easy, bad to see.. but, interesting way to combinate same elements (cube and funnel) in different ways in the same room.
(I'll stop recording if i die.)
Quote from jamesf141 on July 17, 2011, 7:00 amI'm still not entirely sure what one of the buttons was for - the 45 degree panel was completely unnecessary to solve the puzzle. Some decoration would be nice - as xdiesp says, some variation in panel types and colour would look nice. Furthermore, as this is destroyed aperture theme, some foliage would make a nice addition.
It was simple and easy, and easier to break, but also easily improved - extend the black floor tiles away from the ledge to stop people funnelling up, for instance.
I'm still not entirely sure what one of the buttons was for - the 45 degree panel was completely unnecessary to solve the puzzle. Some decoration would be nice - as xdiesp says, some variation in panel types and colour would look nice. Furthermore, as this is destroyed aperture theme, some foliage would make a nice addition.
It was simple and easy, and easier to break, but also easily improved - extend the black floor tiles away from the ledge to stop people funnelling up, for instance.
Quote from BlumCoLe on July 17, 2011, 12:53 pmCute.
But this button makes no sense?!http://cloud.steampowered.com/ugc/54290 ... C0CCBF950/
...in my solution
Keep it up!
Cute. ![]()
But this button makes no sense?!
http://cloud.steampowered.com/ugc/54290 ... C0CCBF950/
...in my solution
Keep it up!
Quote from Djinndrache on July 17, 2011, 7:34 pmI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:k3krodP3kDQ
(Link: http://www.youtube.com/watch?v=k3krodP3kDQ)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
k3krodP3kDQ
(Link: http://www.youtube.com/watch?v=k3krodP3kDQ)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from autobzooty on July 17, 2011, 8:16 pmWow, thanks for the videos, guys! Really helpful. I just updated the OP with a new version of the map, which I believe fixes those issues. Now hopefully it will make a bit more sense.
Wow, thanks for the videos, guys! Really helpful. I just updated the OP with a new version of the map, which I believe fixes those issues. Now hopefully it will make a bit more sense.
Quote from jamesf141 on July 18, 2011, 7:45 amWow. MUCH improved. Took me a while to catch on to [spoiler]using the funnel to change which button the box was on,[/spoiler] and I thought that now (without the ability to break it) it was a very enjoyable challenge. What a difference changing the colours of a few floor tiles can make
Wow. MUCH improved. Took me a while to catch on to
