[SP] Gather
Quote from negorro on June 7, 2012, 12:57 pmmarKiu wrote:Yeah that's it![]()
Gray found a solution by just using portals that was very nice.
So now there are three solutions but I wont spoil mine because I'll maybe use it again in a future map.
Cheers, nom nom nom\
I still don't understand Gray's solution, but here's how I broke the glass - you just need to go back to the laser room, get a cube like you did the first time, place it on the button, place a portal on the funnel's entrance, another portal on the floor of the laser room underneath the cube dropper, and press the button to get a new cube. Of course, it won't drop, since the funnel will keep it up - and then you just place another portal on the wall against the observation room, the cube comes out flying, and you're done.

Gray found a solution by just using portals that was very nice.
So now there are three solutions but I wont spoil mine because I'll maybe use it again in a future map.
Cheers, nom nom nom
\
I still don't understand Gray's solution, but here's how I broke the glass - you just need to go back to the laser room, get a cube like you did the first time, place it on the button, place a portal on the funnel's entrance, another portal on the floor of the laser room underneath the cube dropper, and press the button to get a new cube. Of course, it won't drop, since the funnel will keep it up - and then you just place another portal on the wall against the observation room, the cube comes out flying, and you're done.
Quote from RogerL on June 7, 2012, 1:02 pmAhhh, so that was why there was an exit door sign in that observation room. It had me puzzled for ages, but I couldn't figure out its relevance. Never thought to try and break the glass. Very clever.
Ahhh, so that was why there was an exit door sign in that observation room. It had me puzzled for ages, but I couldn't figure out its relevance. Never thought to try and break the glass. Very clever.
Quote from negorro on June 7, 2012, 1:10 pmRogerL wrote:Ahhh, so that was why there was an exit door sign in that observation room. It had me puzzled for ages, but I couldn't figure out its relevance. Never thought to try and break the glass. Very clever.Yeah, I noticed it on my first visit there, and actually tried to break the glass by redirecting laser onto it, but since it wouldn't work i gave up and forgot about it
Yeah, I noticed it on my first visit there, and actually tried to break the glass by redirecting laser onto it, but since it wouldn't work i gave up and forgot about it
Quote from marKiu on June 7, 2012, 1:49 pm@negorro Haha nice! That was my solution to break the glass
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I've one question to all of you guys.
What do you think about the challenging version inside the map? Should I continue splitting my maps into multiple endings? My idea was to address a larger group of players because I noticed that people give up and don't like the map if it's too hard. But I don't want to make the puzzle easier because there are players that really love hard puzzles.
I'm asking because I've almost finished my new gel map and got some ideas to split it up.
@negorro Haha nice! That was my solution to break the glass
I've one question to all of you guys.
What do you think about the challenging version inside the map? Should I continue splitting my maps into multiple endings? My idea was to address a larger group of players because I noticed that people give up and don't like the map if it's too hard. But I don't want to make the puzzle easier because there are players that really love hard puzzles.
I'm asking because I've almost finished my new gel map and got some ideas to split it up.
Quote from Jacu on June 7, 2012, 1:58 pmmarKiu wrote:I've one question to all of you guys.What do you think about the challenging version inside the map? Should I continue splitting my maps into multiple endings? My idea was to address a larger group of players because I noticed that people give up and don't like the map if it's too hard. But I don't want to make the puzzle easier because there are players that really love hard puzzles.
I'm asking because I've almost finished my new gel map and got some ideas to split it up.Imo it's good idea becouse of what you just wrote. I like hard puzzles, so managing to do something again in other, harder way is really nice. I also love to see you work as mapmaker, where same objects can be combined in different ways to reach something more.
Waiting for your gel map. It probably would be very hard for me, cause I generally don't like gel maps, but of course I'll give it a try. Cheers
What do you think about the challenging version inside the map? Should I continue splitting my maps into multiple endings? My idea was to address a larger group of players because I noticed that people give up and don't like the map if it's too hard. But I don't want to make the puzzle easier because there are players that really love hard puzzles.
I'm asking because I've almost finished my new gel map and got some ideas to split it up.
Imo it's good idea becouse of what you just wrote. I like hard puzzles, so managing to do something again in other, harder way is really nice. I also love to see you work as mapmaker, where same objects can be combined in different ways to reach something more.
Waiting for your gel map. It probably would be very hard for me, cause I generally don't like gel maps, but of course I'll give it a try. Cheers
Quote from Xtreger on June 7, 2012, 2:02 pmNew map done already?
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It's a shame I won't get to play it till mid-July![]()
I guess it's a good idea to add a challenge version if the easier version isn't too hard in itself.
New map done already?
It's a shame I won't get to play it till mid-July
I guess it's a good idea to add a challenge version if the easier version isn't too hard in itself.
Quote from negorro on June 7, 2012, 2:37 pmmarKiu wrote:I've one question to all of you guys.What do you think about the challenging version inside the map? Should I continue splitting my maps into multiple endings? My idea was to address a larger group of players because I noticed that people give up and don't like the map if it's too hard. But I don't want to make the puzzle easier because there are players that really love hard puzzles.
I'm asking because I've almost finished my new gel map and got some ideas to split it up.There might be a few problems with that:
1. What you call "easier" some may call "pretty damn hard", so they will be pissed off anyway
2. Sometimes combining the elements of both easy and hard versions into one map may cause confusion - if the elements not relevant to one interfere with the other (like the door button in this map). But then you obviously have the skills to take care of that.
My personal take - just forget about the easy stuff and stick with the difficult one:) Thank you again for great work!
What do you think about the challenging version inside the map? Should I continue splitting my maps into multiple endings? My idea was to address a larger group of players because I noticed that people give up and don't like the map if it's too hard. But I don't want to make the puzzle easier because there are players that really love hard puzzles.
I'm asking because I've almost finished my new gel map and got some ideas to split it up.
There might be a few problems with that:
1. What you call "easier" some may call "pretty damn hard", so they will be pissed off anyway
2. Sometimes combining the elements of both easy and hard versions into one map may cause confusion - if the elements not relevant to one interfere with the other (like the door button in this map). But then you obviously have the skills to take care of that.
My personal take - just forget about the easy stuff and stick with the difficult one:) Thank you again for great work!
Quote from HeadShot on June 7, 2012, 9:33 pm@Mark
I personally like the hard ones, and as long as the integrity and "cleanliness" of the solution can be preserved, I think chambers should be as hard as possible. I'd think it would be even harder to restrict a map to two specific solutions rather than one, but you'd know better than I would. On gather, did you start with the challenge and then arrange the "normal", or visa versa? I suppose its nice to make the chamber more accessible to the whole community, but I'd hate to see a clever concept of yours get watered down so that an easier approach could be fit in as well.
Keep them hard! For easier challenges, check out PeTI for chambers like this gem:
http://steamcommunity.com/sharedfiles/f ... earchtext=
@Mark
I personally like the hard ones, and as long as the integrity and "cleanliness" of the solution can be preserved, I think chambers should be as hard as possible. I'd think it would be even harder to restrict a map to two specific solutions rather than one, but you'd know better than I would. On gather, did you start with the challenge and then arrange the "normal", or visa versa? I suppose its nice to make the chamber more accessible to the whole community, but I'd hate to see a clever concept of yours get watered down so that an easier approach could be fit in as well.
Keep them hard! For easier challenges, check out PeTI for chambers like this gem:
http://steamcommunity.com/sharedfiles/f ... earchtext=
Quote from Invorxt on June 8, 2012, 6:32 amCouldn't solve this one
In the end I resorted to looking at the solution video, after which I was:
Couldn't solve this one In the end I resorted to looking at the solution video, after which I was:
Quote from marKiu on June 8, 2012, 9:45 amThanks for the replys...
I guess I'll continue with only one solution...
Basicly because of the facts that negorro mentioned. If I implement an easier solution there will be some puzzle elements that cause confusion. Not a big deal in a gel map because the gel is a mobile element so the only thing that could confuse the player are portable surfaces. But anyways the difficultly of the normal and challenging solution would only be slightly different.
So I'll stick to the challenging version.![]()
I'm currently looking for a new place to hide that lovely companion cubeand I think I'm ready to release it next week.
@Headshot
I started with the last part of the challenging solution and then built everything around. The normal solution was unintended at first. Then I had the idea to use it as an alternate solution and added the second exit. It was kinda lucky that everything was working so well. But you'll understand better when I release my tutorial on making hard maps. I'll start a new map and live record some parts with an audio commentary. I'm currently collecting ideas because it will actually take more time then I thought.
Thanks for the replys...
I guess I'll continue with only one solution...
Basicly because of the facts that negorro mentioned. If I implement an easier solution there will be some puzzle elements that cause confusion. Not a big deal in a gel map because the gel is a mobile element so the only thing that could confuse the player are portable surfaces. But anyways the difficultly of the normal and challenging solution would only be slightly different.
So I'll stick to the challenging version.
I'm currently looking for a new place to hide that lovely companion cube and I think I'm ready to release it next week.
@Headshot
I started with the last part of the challenging solution and then built everything around. The normal solution was unintended at first. Then I had the idea to use it as an alternate solution and added the second exit. It was kinda lucky that everything was working so well. But you'll understand better when I release my tutorial on making hard maps. I'll start a new map and live record some parts with an audio commentary. I'm currently collecting ideas because it will actually take more time then I thought.