[SP] Get the Gel
Quote from LIJI on June 3, 2011, 3:48 pmThis is my first released map as well as my entry for the contest. I hope you like it.
It is a single puzzle consisted of 3 smaller sub-puzzles, and features:
- Light Bridges
- Turrets
- Funnels
- Bounce Gel
- Other hazards and puzzle elementsLet me know what you think, and please report any bugs or problems.
Note: I might have overused "hint" signs on the floors, let me know if I made it a bit too easy.
Note 2: As required, the source VMF file is included. Notice that it requires (and includes) two custom instances.Updated to version 1.7:
-Added grates to the washing stations
-Added music
-Added exit sign and made room numbering more obvious
-Fixed a shortcutUpdated to version 1.6:
-It's now impossible to pass Room 2 by standing on the cube.
-The exit was lowered so it's easier to reach.Updated to version 1.5:
-Invisible fizzler removed from the entrance to Room 1. Grate added instead.
-Two "cube washing" stations added.
-Visible timer added to Room 2
-Fizzler in Room 1 made taller.
-The jumps in Room 3 made easier.
-Button added to the cube dropper in Room 3
-Many aesthetic changes
-Other minor changesFile Name: sp_get_the_gel_1.7.zip
File Size: 1.53?MiB
[SP] Get the Gel
This is my first released map as well as my entry for the contest. I hope you like it. ![]()
It is a single puzzle consisted of 3 smaller sub-puzzles, and features:
- Light Bridges
- Turrets
- Funnels
- Bounce Gel
- Other hazards and puzzle elements
Let me know what you think, and please report any bugs or problems. ![]()
Note: I might have overused "hint" signs on the floors, let me know if I made it a bit too easy.
Note 2: As required, the source VMF file is included. Notice that it requires (and includes) two custom instances.
Updated to version 1.7:
-Added grates to the washing stations
-Added music
-Added exit sign and made room numbering more obvious
-Fixed a shortcut
Updated to version 1.6:
-It's now impossible to pass Room 2 by standing on the cube.
-The exit was lowered so it's easier to reach.
Updated to version 1.5:
-Invisible fizzler removed from the entrance to Room 1. Grate added instead.
-Two "cube washing" stations added.
-Visible timer added to Room 2
-Fizzler in Room 1 made taller.
-The jumps in Room 3 made easier.
-Button added to the cube dropper in Room 3
-Many aesthetic changes
-Other minor changes
File Name: sp_get_the_gel_1.7.zip
File Size: 1.53?MiB
[SP] Get the Gel
Quote from Standroid on June 3, 2011, 5:13 pmVery nice map.
I don't think you overdid the floorhints, but then again I never really look at them unless I think I need them.
Now I'm not sure if this is the right way
[spoiler]In the room with the two glass panels that come up when you hit the laser and the other one with the button, (room II) I used the laser cube to keep the flow going, I got it by jumping on the panel, get the cube, and jump back.[/spoiler]I haven't figured out yet how to do the last bit... Seems very tricky!
Very nice map.
I don't think you overdid the floorhints, but then again I never really look at them unless I think I need them.
Now I'm not sure if this is the right way
I haven't figured out yet how to do the last bit... Seems very tricky!
Quote from Phitt on June 3, 2011, 6:18 pmNice map!
[spoiler]I didn't see any need to use the button in the room with the turrets, neither did I need to kill the turrets. I simply grabbed the laser cube (after jumping into the pit using a light bridge as a shield so I could go up to the cube), threw it over the emancipation field and put it through the hole above the emancipation field at the room entrance to get it into the funnel area.
In the room with the acid and the two platforms coming up I used the funnel heading towards the laser receiver, threw the laser cube up into the funnel and when it activated the receiver I quickly jumped over before the receiver (and the platform) deactivated. Don't know whether that was the intended way.[/spoiler]
Nice map!
In the room with the acid and the two platforms coming up I used the funnel heading towards the laser receiver, threw the laser cube up into the funnel and when it activated the receiver I quickly jumped over before the receiver (and the platform) deactivated. Don't know whether that was the intended way.
Quote from xdiesp on June 3, 2011, 8:16 pmBland design but strong puzzles and good flow. Those black walls need some more detaildesign. Oversights:
- You stopped portaling through the crack where you [spoiler]slide the laser cube[/spoiler] with an invisible shoot fizzler. That's bad manners: why not just a grate, over the checkered wall.
- Being unable to wash a cube covered in blue gel is either a mess or another puzzle (which I did). If it's a puzzle, you could show it's intended by forcing it with a fizzler popping up at the door after activating the gel.
- The laser cube which [spoiler]flies in the funnel up to a laser, can only hit it for half a second[/spoiler]. That's enough reason for people not to try it. Just have it stop [spoiler]at the laser and keep the countdown the same[/spoiler].
Bland design but strong puzzles and good flow. Those black walls need some more detaildesign. Oversights:
- You stopped portaling through the crack where you
- Being unable to wash a cube covered in blue gel is either a mess or another puzzle (which I did). If it's a puzzle, you could show it's intended by forcing it with a fizzler popping up at the door after activating the gel.
- The laser cube which
Quote from LIJI on June 3, 2011, 8:33 pm@Standroid Yes, that's the correct way.
@Phitt Will be fixed. And room 2 is supposed to be completed that way. Note that the platform doesn't instantly go down after the laser stops working.
@xdiesp I'll try to find a better solution to the invisible fizzler. I'll add two "cube wash" station in the entrance and room 3. I'll also try making room 2 a bit more obvious by adding a visible timer.Thanks for your feedback.
@Standroid Yes, that's the correct way. ![]()
@Phitt Will be fixed. And room 2 is supposed to be completed that way. Note that the platform doesn't instantly go down after the laser stops working.
@xdiesp I'll try to find a better solution to the invisible fizzler. I'll add two "cube wash" station in the entrance and room 3. I'll also try making room 2 a bit more obvious by adding a visible timer.
Thanks for your feedback. ![]()
Quote from quatrus on June 3, 2011, 9:59 pmA nice puzzle, thanks for creating.
Turret killing was a nice puzzle.
In room 2 dots, the far wall in the alcove wasn't always portalable, not sure what triggered it becoming portalable - a glitch or not??
The jumps across the acid in room 3 dots was very difficult, [spoiler]the blue gel usually jumped me too far or too short had to dampen and save and then jump next, IMHO would have been fun to enable a 2 jump string with the gel?[/spoiler].
I got blue gel all over the place which made finishing the puzzle a pain having to damp out all the time, thankfully I didn't get it on a cube. Maybe need a portalable cleaner station? Good map.
A nice puzzle, thanks for creating.
Turret killing was a nice puzzle.
In room 2 dots, the far wall in the alcove wasn't always portalable, not sure what triggered it becoming portalable - a glitch or not??
The jumps across the acid in room 3 dots was very difficult,
I got blue gel all over the place which made finishing the puzzle a pain having to damp out all the time, thankfully I didn't get it on a cube. Maybe need a portalable cleaner station? Good map.
Quote from Enigmaphase on June 4, 2011, 4:13 amIt seems like there was a lot of excess stuff and/or unintended shortcuts. I didn't see the point of the laser in room 2 and the turrets really didn't do much at all (other than force you to make one light bridge to block them), so I also didn't use the laser in the turret room. Interesting map though, it was fun to solve. I spent a good several minutes walking around looking for the exit though, haha...
It seems like there was a lot of excess stuff and/or unintended shortcuts. I didn't see the point of the laser in room 2 and the turrets really didn't do much at all (other than force you to make one light bridge to block them), so I also didn't use the laser in the turret room. Interesting map though, it was fun to solve. I spent a good several minutes walking around looking for the exit though, haha...
Quote from LIJI on June 4, 2011, 4:58 am@quatrus: The walls in room 2 rotate, it's triggered by the two buttons. It's to discourage the player from placing the portals in a way that might cover the cube in gel, or get it to bounce to its death. I'll try change room 3 a bit. 2 Portalable cleaning stations will be added.
@Enigmaphase What would be the shortcut in room 2? I think I missed it.
@quatrus: The walls in room 2 rotate, it's triggered by the two buttons. It's to discourage the player from placing the portals in a way that might cover the cube in gel, or get it to bounce to its death. I'll try change room 3 a bit. 2 Portalable cleaning stations will be added. ![]()
@Enigmaphase What would be the shortcut in room 2? I think I missed it.
