[SP] Interception
Quote from smwlover on August 6, 2011, 1:45 amThe way to get the second cube in the laser room is interesting and creative. Usually
[spoiler]when I see a button on the ceiling, I think of using a funnel and a box to press it. But in this map, you don't need to keep pressing the button, so just lift the box and touch it can work.[/spoiler]I believe this is one of the "Aha" moments.
You can get stuck if you go into the laser room without carrying a box.
Anyway, a good map indeed. 5/5.
The way to get the second cube in the laser room is interesting and creative. Usually
You can get stuck if you go into the laser room without carrying a box.
Anyway, a good map indeed. 5/5.

Quote from Djinndrache on August 6, 2011, 2:50 amI'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:lQEjkUQcbgg
(Link: http://www.youtube.com/watch?v=lQEjkUQcbgg)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:
lQEjkUQcbgg
(Link: http://www.youtube.com/watch?v=lQEjkUQcbgg)
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 satchmo on August 6, 2011, 9:02 amQuote:You can get stuck if you go into the laser room without carrying a box.I fixed that potential situation when I added a second switch in the laser chamber so the player can always drop another reflective cube into the room.
Also, I noticed that you are from Hebei, smwlover. My father was from the Henan province in China.
I live in California now, but I am teaching my son Chinese. I am also teaching him mapping. He's my first playtester for my maps.
I fixed that potential situation when I added a second switch in the laser chamber so the player can always drop another reflective cube into the room.
Also, I noticed that you are from Hebei, smwlover. My father was from the Henan province in China.
I live in California now, but I am teaching my son Chinese. I am also teaching him mapping. He's my first playtester for my maps.
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[SP] Interception
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Quote from satchmo on August 6, 2011, 12:58 pmVersion 1.5 added one more "AHA!" moment.
I think you will like it.
Version 1.5 added one more "AHA!" moment.
I think you will like it.
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[SP] Interception
Interception PeTI
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Quote from bmaster2000 on August 6, 2011, 3:27 pmVery straight forward until... [spoiler]To enter the exit hole the wieghted cube was not big enough so it took me a while to flip the redirection cube to the rounded end to get the extra height required and it all felt very unwelcome in the puzzle but i can leave that to your own interpretion i guess[/spoiler]
Very straight forward until...
Quote from satchmo on August 6, 2011, 7:02 pmbmaster2000 wrote:Very straight forward until... [spoiler]To enter the exit hole the wieghted cube was not big enough so it took me a while to flip the redirection cube to the rounded end to get the extra height required and it all felt very unwelcome in the puzzle but i can leave that to your own interpretion i guess[/spoiler]That's because you were trying to solve the puzzle in an awkward fashion.
The puzzle could be solved in a much more elegant manner. Just watch the playthrough video posted.
I went out of my way to provide hints to the player so the player can understand how to hop onto the exit ledge, but I guess that's not enough sometimes.
All I can say is, pay attention to the signage around the map. They can be very helpful.
That's because you were trying to solve the puzzle in an awkward fashion.
The puzzle could be solved in a much more elegant manner. Just watch the playthrough video posted.
I went out of my way to provide hints to the player so the player can understand how to hop onto the exit ledge, but I guess that's not enough sometimes.
All I can say is, pay attention to the signage around the map. They can be very helpful.
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[SP] Interception
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Quote from bmaster2000 on August 6, 2011, 8:35 pmOk well now i feel like an idoit but the portal placement helpers do destract from the thought of changing where the bridge goes into the portal
I am the kind of person who likes to see the checkerboard white wall that litterally tell you where to place it lol but im still content that my redirection cube solved the puzzle without the portal placing.
Ok well now i feel like an idoit but the portal placement helpers do destract from the thought of changing where the bridge goes into the portal I am the kind of person who likes to see the checkerboard white wall that litterally tell you where to place it lol but im still content that my redirection cube solved the puzzle without the portal placing.
Quote from satchmo on August 7, 2011, 12:39 ambmaster2000 wrote:Ok well now i feel like an idoit but the portal placement helpers do destract from the thought of changing where the bridge goes into the portalI am the kind of person who likes to see the checkerboard white wall that litterally tell you where to place it lol but im still content that my redirection cube solved the puzzle without the portal placing.
Thanks for the wonderful ideas you gave me.
I removed the existing ineffective signage and added the checkerboard pattern to the area below the light bridge. This offers a more subtle but effective hint to the player. I also added a placement helper to facilitate the accurate position of the portal. This should reduce the risk of frustration.
Version 1.51 also improved the lighting effect and shadows, plus additional eye candy.

Thanks for the wonderful ideas you gave me.
I removed the existing ineffective signage and added the checkerboard pattern to the area below the light bridge. This offers a more subtle but effective hint to the player. I also added a placement helper to facilitate the accurate position of the portal. This should reduce the risk of frustration.
Version 1.51 also improved the lighting effect and shadows, plus additional eye candy.
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[SP] Interception
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Herman
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Quote from Adair on August 7, 2011, 5:06 pmNice work. I like the changes you've made since I last played this 2 or 3 versions ago.
[spoiler]The new "aha" moment is a good one, especially because the function of the new mini-button in the laser room did not seem helpful at first, in fact it seemed like sabotage for a moment. I didn't notice the new button until after I'd gotten the storage cube out of the laser room and was trying to figure out how to get the redirection cube out as well.[/spoiler]
I like the changes made to the end as well. The method for getting to the exit area feels like an intended solution now.
Nice work. I like the changes you've made since I last played this 2 or 3 versions ago.
I like the changes made to the end as well. The method for getting to the exit area feels like an intended solution now.
Quote from satchmo on August 7, 2011, 8:26 pmI am glad that you like the improvements.
Version 1.52 just released, with additional lighting enhancements. It also removed a potential exploit.
I am glad that you like the improvements.
Version 1.52 just released, with additional lighting enhancements. It also removed a potential exploit.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified