[SP] Hopeless
Quote from -niX- on June 13, 2011, 6:59 amLeBreak wrote:Here is my video of the way I think it's supposed to be?Yep, it works ! But in the first chamber, i prefer my hard way like on video :
[spoiler]DYNgI4TGLeE[/spoiler]
Yeah i know, I'm a real masochist on portal...
Thanks for your comment
Yep, it works ! But in the first chamber, i prefer my hard way like on video :
Yeah i know, I'm a real masochist on portal...
Thanks for your comment

Quote from matrixbandit on June 13, 2011, 9:22 amAwesome map! Love the [spoiler]dramatic ending![/spoiler] My only problem is, [spoiler]if we had been on the moon the whole time, gravity would have much less than it was. Maybe that could be solved by placing a sign near the end elevator that says something like "Warning! Artificial gravity ineffective above this level!"[/spoiler] Just an idea
Awesome map! Love the

Quote from Dr_D1cK_H4nDleR on June 13, 2011, 5:59 pmFantastic map! Great level design! : )
Fantastic map! Great level design! : )
Quote from vancanucksfan on June 14, 2011, 1:20 amGreat map. Very hard and lots of detail. Solutions were never easy and made you feel like you accomplished something when you got through. Love the ending too.
Great map. Very hard and lots of detail. Solutions were never easy and made you feel like you accomplished something when you got through. Love the ending too.
Quote from kirgothi on June 14, 2011, 10:07 pmOk, tried the first part about 11 times, never even got close to making it once. I know what to do, but it seems "hopeless" to actually do it. Nothing like the real maps in the game at all.
Ok, tried the first part about 11 times, never even got close to making it once. I know what to do, but it seems "hopeless" to actually do it. Nothing like the real maps in the game at all.
Quote from ReVo on June 15, 2011, 4:53 pmI liked it overall. Nice job, and nice ending.
[spoiler]Btw, there is a way to get the cube in chamber 2 without using the orange gel for a running start. That's the way I initially figured it out.[/spoiler]
I liked it overall. Nice job, and nice ending.
Quote from club on June 15, 2011, 8:11 pmAh I appreciate the ninja moves, but you shouldnt have to die every time you mess them up. The length was great. Lot of very diverse puzzles. The part where bounce on all the pillars with blue gel was a bit frustrating due to me drifting and ending up not going far enough or missing the gel spot. trigger_catapults would be nice on that part. Awesome ending. The funnel/crusher/light wall part was a lot of fun and a nice original puzzle idea. Nice work.
Ah I appreciate the ninja moves, but you shouldnt have to die every time you mess them up. The length was great. Lot of very diverse puzzles. The part where bounce on all the pillars with blue gel was a bit frustrating due to me drifting and ending up not going far enough or missing the gel spot. trigger_catapults would be nice on that part. Awesome ending. The funnel/crusher/light wall part was a lot of fun and a nice original puzzle idea. Nice work.
Quote from smwlover on June 16, 2011, 8:02 amA great map I'd say. My favorite chamber is the fourth one, followed by the third and fifth. Completing the map requires a lot of skills as well as accurate timing and quick action, and is based on trial and error. In the fifth one, I tried many ways to guide the beam into the receiver under the exit and fell into the acid for at least twenty times before finding the right way to do that.
But nothing in this world is perfect. Sometimes I really had trouble finding the solution, and sometimes, even if I knew clearly what the solution was, I had trouble solving it(e.g. using portals to gain the box a high speed and use it to open the door in room 2 is a bit annoying because the box can't always fall smoothly through the portals and keeps jumping out.). Making a map which is difficult but not frustrating is an art, and is a skill all mappers need to master.
In general, it's a good map. The ending is excellent. 5/5 to you!
A great map I'd say. My favorite chamber is the fourth one, followed by the third and fifth. Completing the map requires a lot of skills as well as accurate timing and quick action, and is based on trial and error. In the fifth one, I tried many ways to guide the beam into the receiver under the exit and fell into the acid for at least twenty times before finding the right way to do that.
But nothing in this world is perfect. Sometimes I really had trouble finding the solution, and sometimes, even if I knew clearly what the solution was, I had trouble solving it(e.g. using portals to gain the box a high speed and use it to open the door in room 2 is a bit annoying because the box can't always fall smoothly through the portals and keeps jumping out.). Making a map which is difficult but not frustrating is an art, and is a skill all mappers need to master.
In general, it's a good map. The ending is excellent. 5/5 to you!
Quote from xdiesp on June 16, 2011, 11:57 amIf it wasn't for the complex chamber 2*, this would be like playing Dragon's Lair: press X not to die, on a 1 second notice. Why descending into such cheap tactics when you've shown you can build proper puzzles? Much more people would then get interested in your work.
Technically speaking, the classic Clean layout gets undermined by some poor skinning. Cool finale.
*I jumped up to the slated panel by: [spoiler]running between 2 portals on gel, placing one on my feet and jumping, entering another made higher on the front wall[/spoiler]
If it wasn't for the complex chamber 2*, this would be like playing Dragon's Lair: press X not to die, on a 1 second notice. Why descending into such cheap tactics when you've shown you can build proper puzzles? Much more people would then get interested in your work.
Technically speaking, the classic Clean layout gets undermined by some poor skinning. Cool finale.
*I jumped up to the slated panel by: