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[SP] Laser Pit

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Excellent logic. Awesome map!!

smwlover wrote:
Excellent logic. Awesome map!!

thanks! :)

Rotated tower ...impossible! -_-

Nice map, but this puzzle is too heavy for me.

Visit me on ? youtube ?
BlumCoLe wrote:
Rotated tower ...impossible! -_-

Nice map, but this puzzle is too heavy for me.

Impossible in bad way or good way?

Too heavy for your machine or too heavy (confusing)?

dhavalmistry wrote:
BlumCoLe wrote:
Rotated tower ...impossible! -_-

Nice map, but this puzzle is too heavy for me.

Impossible in bad way or good way?

Too heavy for your machine or too heavy (confusing)?

I think he means in the way that it's a hard map for him, so he cannot solve it. Rather than being heavy on his pc.

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Lostprophetpunk wrote:
dhavalmistry wrote:
BlumCoLe wrote:
Rotated tower ...impossible! -_-

Nice map, but this puzzle is too heavy for me.

Impossible in bad way or good way?

Too heavy for your machine or too heavy (confusing)?

I think he means in the way that it's a hard map for him, so he cannot solve it. Rather than being heavy on his pc.

xD

Punk, you're right! ;)
My pc haven't performance problems :lol:
I meant: the room with the rotated tower is too heavy for my brain and confuses me.
Right door, left door ...no problem, but the solution for the exit ...desperation! :notwant:

Nevertheless, I find the idea very well. :thumbup:

Visit me on ? youtube ?
BlumCoLe wrote:
Nevertheless, I find the idea very well. :thumbup:

thanks!

This is not bad, and it's certainly unique, but ultimately I didn't enjoy this one as much as some others.

I think part of it that it was too stationary -- the bulk of the puzzle involved standing still hitting buttons. That made it less engaging and fun.

Somehow, though I will admit there was definitely some thinking required, I also didn't enjoy the puzzle aspect of it as much. I felt less like I had come up w/ a clever solution at the end and more like I had just found the right combination of elements. That's a different type of puzzle, one that I enjoyed somewhat less.

I also felt like things were just a bit "off" somehow. The map was bigger than it needed to be -- I had to run around to find the labels to things that I wished were easier to see (though I did appreciate

Spoiler
the speed gel
:-) ). The alignment and placement of the platforms in
Spoiler
the two side rooms
felt awkward and out of sync to me. For example in the first (right-side) room, putting the
Spoiler
floor button just below the funnel made it annoying to try to move the cube onto it w/out it (or me) getting caught in the funnel. That could have been solved by moving the funnel up.

Similarly, in the second room, though functionally the placement worked,

Spoiler
having the back panel be not quite high enough to make it through, and having the front panel just barely clear the fizzlers, made it FEEL like you hadn't lined things up correctly. Obviously you did for what their functions were, but it just felt off a bit to me.

Don't take all this feedback as a sign I thought the map was bad -- I didn't. I just felt there were several noticeable things that, if taken care of, could have made the map more enjoyable.

Finally, on my computer, the map couldn't find any of the cubemaps. Additionally (or possibly due to the previous fact), performance was quite slow on my machine, which doesn't typically have any problems. Could be isolated, but might be worth a check.

mironos wrote:
The map was bigger than it needed to be -- I had to run around to find the labels to things that I wished were easier to see (though I did appreciate
Spoiler
the speed gel
:-) ).

Yea, I have a tendency to make the rooms larger then needed. To tell you the truth, I make these things as they come to my mind and sometimes because of that I kick myself in the foot.

mironos wrote:
The alignment and placement of the platforms in
Spoiler
the two side rooms
felt awkward and out of sync to me. For example in the first (right-side) room, putting the
Spoiler
floor button just below the funnel made it annoying to try to move the cube onto it w/out it (or me) getting caught in the funnel. That could have been solved by moving the funnel up.

Spoiler
You could crouch and easily access the button without getting caught in the funnel :)

mironos wrote:
Similarly, in the second room, though functionally the placement worked,
Spoiler
having the back panel be not quite high enough to make it through, and having the front panel just barely clear the fizzlers, made it FEEL like you hadn't lined things up correctly.

Spoiler
The intended solution was to grab the cube while you are in the funnel and just incase you happen to drop down and touch the fizzler (reset the portals), you could use the panel on the ground to go back outside. Even if there was a white panel as high as funnel, you cannot go through because you will drop down as soon as you make a portal on it and also you could shoot the portal from outside if it was that high. Defeats the whole purpose of laser combo to open the door.

mironos wrote:
Don't take all this feedback as a sign I thought the map was bad

Absolutely not!. I love how you guys give detail feedback/breakdown of the map. It only helps me with my next map.

mironos wrote:
Finally, on my computer, the map couldn't find any of the cubemaps.

I have no idea what it means ;). I am very new to map making scene and this is my only third map. Hammer is the first map editor I have dared to learn. I only know that cubemaps help calculate the reflections correctly. It is highly likely that I am wrong about it and I would love to see the difference between cubemap and without cubemap :)

thanks for the feedback!

I didn't find it too difficult, but it's quite laggy.

I was more or less doing trial and error when rotating and didn't give it to much thought. I thought the description is somehow confusing because there are 5 or 6 "layers" and the buttons just reach from 1-3 where it's still somehow unclear which layer is 1, which is 2 etc.

Idk if i obtained the cube in the indended way too,

Spoiler
i had the funnel behind the cube and then snuck up through the forcefield, then tosses the cube over the forcefield and had luck it didn't drop into the acid.
I thought this solution was kinda sloppy, no idea what i could've done else.

Gave it 5 pts anyway since i haven't played any map like this before.

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