[SP] inversion
Quote from Killerblonde on August 9, 2011, 6:31 pmA short, challenging map using gravity flips. It's sort of glitchy in some areas, (not much I can do about it,) but I worked hard on making this map look professional, and I think it's my best so far. Enjoy, and please comment on what I can do to make my maps better!
1.1.1
Made into a vpk file so my custom sign works!
1.1.0
Made 'lower' chamber have a metal floor to prevent an unintended, very fast solution. Added white wall to allow player to return to 'top' chamber.
1.0.0
Initial release
File Name: inversion.zip
File Size: 1.8 MiB
Click here to download inversion
A short, challenging map using gravity flips. It's sort of glitchy in some areas, (not much I can do about it,) but I worked hard on making this map look professional, and I think it's my best so far. Enjoy, and please comment on what I can do to make my maps better!
1.1.1
Made into a vpk file so my custom sign works!
1.1.0
Made 'lower' chamber have a metal floor to prevent an unintended, very fast solution. Added white wall to allow player to return to 'top' chamber.
1.0.0
Initial release
File Name: inversion.zip
File Size: 1.8 MiB
Click here to download inversion
Quote from xdiesp on August 9, 2011, 9:26 pmShort map in Clean based on worldportals: despite the flawless looks, I found it confusing due to one macroscopic flaw. And consider that I love this subgenre of mindgames such as The halls of Menoetius Co-op or sp_tod_Sprunrun
On to the problem, imagine two rooms connected by a vertical tunnel where gravity turns upsidedown. Only this "inversion" is lopsided: fall from one side and you'll fling 3 meters, fling from the other and it will be 10. It's unintuitive when dealing with item physics: they react inconsistently, imho that should be reworked. I tried taming the physics until I thought I had a sure grasp of the solution, then just got my mind on breaking through and got out.
Bugs: the bridge area seems to scramble the cube, which dances around; the convenient white wall in the pit is supposed to prevent you from getting stuck, but get taken in between the 2 worlds and you'll still risk to vomit (already happened with Thinking With Gravity ).
[spoiler]irNdSzyaDkk[/spoiler]
Short map in Clean based on worldportals: despite the flawless looks, I found it confusing due to one macroscopic flaw. And consider that I love this subgenre of mindgames such as The halls of Menoetius Co-op or sp_tod_Sprunrun
On to the problem, imagine two rooms connected by a vertical tunnel where gravity turns upsidedown. Only this "inversion" is lopsided: fall from one side and you'll fling 3 meters, fling from the other and it will be 10. It's unintuitive when dealing with item physics: they react inconsistently, imho that should be reworked. I tried taming the physics until I thought I had a sure grasp of the solution, then just got my mind on breaking through and got out.
Bugs: the bridge area seems to scramble the cube, which dances around; the convenient white wall in the pit is supposed to prevent you from getting stuck, but get taken in between the 2 worlds and you'll still risk to vomit (already happened with Thinking With Gravity ).
Quote from Killerblonde on August 9, 2011, 11:47 pmWow! I actually never thought to solve it that way. What I did was slightly differant in the first part. [spoiler]I used the 2 white walls in the 'top' room I provided to get the laser set up, portal down to the chamber 'below' and on my way up put the portal back in its place, then 'fall' back 'down' to the 'lower' chamber.[/spoiler] Kind of hard to explain without video capture software. Oh well.
Thanks for your comment! Yeah, the white wall is there to prevent getting stuck. The gravity shift was uneven, but if I changed it I would have to rework some of the puzzle to make the velocities and stuff work out. And the cube spazzing was wierd aswell. Don't know how to fix it though.
Anyhow, thanks again for commenting! I'm glad you liked my map! (And that it has flawless looks!)
By the way, did you examine the observation room in the 'lower' chamber?
Wow! I actually never thought to solve it that way. What I did was slightly differant in the first part.
Thanks for your comment! Yeah, the white wall is there to prevent getting stuck. The gravity shift was uneven, but if I changed it I would have to rework some of the puzzle to make the velocities and stuff work out. And the cube spazzing was wierd aswell. Don't know how to fix it though.
Anyhow, thanks again for commenting! I'm glad you liked my map! (And that it has flawless looks!)
By the way, did you examine the observation room in the 'lower' chamber?
Quote from Skerik on August 10, 2011, 7:51 amxdiesp wrote:The one upside down? I didn't try to get in, there's easter eggs?Just looks like table and chairs are up.
Just looks like table and chairs are up.
Quote from GreyHound on August 10, 2011, 8:36 amNice map, liked it.
[spoiler]I also tried to rotate the reflective cube to point downwards to solve it and almost got angry because it was quite hard to turn it and point straight down.[/spoiler] I tried for a while until i realized the intended solution. I like how subtile it is.Getting 'stuck' between the 2 gravity areas is a bit annoying when the mouse starts acting weird and the camera switches all the time but i guess there's nothing you can do about it, mayb areal faith plates with max speed parameters, dunno.
Nice map, liked it.
Getting 'stuck' between the 2 gravity areas is a bit annoying when the mouse starts acting weird and the camera switches all the time but i guess there's nothing you can do about it, mayb areal faith plates with max speed parameters, dunno.
Quote from Killerblonde on August 10, 2011, 10:34 amNope, you can't get in. Just [spoiler]a little easter egg with an upside down observation room, making it look like the chamber was gravity-flipped but the rest of the enrichment center is right side up.[/spoiler]
Due to the nature of linked_portal_doors, the 'getting stuck' is kind of unavoidable. There's a white wall there if you do get stuck, but theres not much I can do about the camera/mouse spazzing.
Anyhow, I'm glad you enjoyed it!
Nope, you can't get in. Just
Due to the nature of linked_portal_doors, the 'getting stuck' is kind of unavoidable. There's a white wall there if you do get stuck, but theres not much I can do about the camera/mouse spazzing.
Anyhow, I'm glad you enjoyed it!
Quote from InvisiblePanda on August 10, 2011, 11:22 amNice good looking map
but i'm not sure that i solved puzzle as it was intended![]()
RQkO-6mWdnI
Nice good looking map
but i'm not sure that i solved puzzle as it was intended
RQkO-6mWdnI
Quote from GreyHound on August 10, 2011, 1:18 pmInvisiblePanda wrote:Haha, no u didn't!
You should try to solve it the intended way, it's a good test.
Good thing this can easily be fixed by making the floor of the lower level unportable.
Haha, no u didn't! ![]()
You should try to solve it the intended way, it's a good test.
Good thing this can easily be fixed by making the floor of the lower level unportable.
Quote from Killerblonde on August 10, 2011, 2:01 pm*shakes fist*
Yep, that was an unintended way... I cant JUST make floor not portable, that would screw it up. I'll work on it. Thanks for pointing that out!
EDIT: Updated the map. Made 'lower' chamber have metal floor and added white wall so player can still come back up without catapult, but be unable to bypass most of the puzzle.
*shakes fist*
Yep, that was an unintended way... I cant JUST make floor not portable, that would screw it up. I'll work on it. Thanks for pointing that out!
EDIT: Updated the map. Made 'lower' chamber have metal floor and added white wall so player can still come back up without catapult, but be unable to bypass most of the puzzle.
