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[SP] Interception

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All's good with the fixes in the newer version, but the two buttons both dropping the cube seemed a capitulation: they are indeed necessary not to get stuck, but that's the kind of obstacle which usually makes the puzzle. Be able and beat the apparently impossible puzzle of the lasercube stuck in the little room, only this time it's stuck for real.

I bashed my head on alternatives for a while but on one side, elegant solutions made it simpler and on the other the complex ones required too much work. Particularly, I toyed with the idea of mutually exclusive funnellightbridge and the laser required at some point to be shot through a portal.

The most viable option I can pull here, would be changing the effect of the pole button in the first room. Push it and it shuts the funnel and turns the lightbridge on for some time: during which you are supposed to rush in the tunnel, pick up the lasercube and go back up (it would require grated white panels in the pit). That other floor button for the bridge would do something random like disabling a red field at the exit. It would be funny to see if the map lasted longer like this.

the hills are alive... with the sound of music

It's great to hear your feedback, xdiesp.

The two-button solution is the best one that I can come up with. Trust me, I racked my brain for days to come up with a different way, but there is always a way to get stuck. The only way to rescue the player is through a second button.

Originally, I was trying to have the player use the reflective cube to direct the laser to a receptacle for the exit door (using portals). But I could not come up with a viable solution without trapping the player in the laser chamber. I was thinking so hard that I felt dizzy. :P

It's a trap because the only escape is through the ceiling, aka you need an orange funnel to escape: but the orange funnel and the lasercube going out are mutually exclusive.

I considered having a white panel inside, which would make the "cube escape" a matter of riding out with the orange funnel just once (then backtrack for two secs). Thought it was too simple, the one with the timed run which I suggested had suited me better, but see for yourself it wouldn't replace the outer pole button. Going back in with the orange funnel on is possible: either sniping the top white panel in the tunnel while in the funnel (you'd need it at least twice as bigger for people to see it properly however) or using portals to bring an oblique laser to the target, then disabling the portals (so the funnel returns blue, but the cube's still inside - doubly useless as you can just use the portals yourself to get it!).

To me it's intriguing that you can get in the tunnel with just lightbridges, assuming the funnel shuts. But to escape from the trap you would need an oblique panel at least - and that would still be stuff possible with a funnel. How selectively force one to choose a funnel over a lightbridge? Some flashing laser forcing you to pass quickly? It's too much work, but I think the cube escape part is the one to expand.

Note that you can fling yourself to the outer pole button: a little more orderly without the funnel, but whatever (be in the funnel, fling from the floor to the highest white panel). I don't know, that could be a start to activate the funnel in the first place.

the hills are alive... with the sound of music

Awesome, i felt so stupid for so long. ;)
Nice riddle, glad djinns walkthrought didn't apply to my problem (

Spoiler
getting the reflective cube outside
) so i had to do it myself.

Nice challenging map, took me over an hour in total i guess.

Spoiler
(i didn't think the button in the main room can be reached that easy.)

Thanks for the feedback.

I am just curious, how did you reach the

Spoiler
button switch in the main chamber
after you came out of the laser chamber?

I've played the newer version. It's all right, but I feel now that the button to dispense the laser cube in the main room is a little too hidden out of sight, and also that the placement helper on the wall opposite the exit room was more of a hindrance than a help, causing me to fall off the bridge numerous times.
Since it seems the only use for reversing the funnel is to get back out of that room, maybe that element should be reworked or replaced with another method of returning to the main chamber (similar to how I managed to do it at first).

I worried about the dispenser switch being too high also, but the indicator light leads right up to it. It's also clearly visible if you follow the indicator lights, so I figured it's fine. Do you think adding a signage there would help?

Shifting the light bridge sideway is not a necessary maneuver to get to the ledge, but accurately placing the light bridge leading up to the exit is important. So I decided to add the placement helper there to aid the player.

I believe there is another way to use the reversed funnel.

So, do you think there's more "zazz" in the map now?

Version 1.53 released, which removed a way to fling to the dispenser switch. I also added animation to the elevator panels, plus some cosmetic improvements (texturing, brushwork details).

I also added a signage to draw the player's attention to the button switch.

GLaDOS talks in version 1.55!

Be the first to find the Rattman den in version 1.57!

Post a screenshot to prove it.

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