[SP] Logic Gravitational
Quote from Sleter on May 13, 2012, 2:42 amMap created in Hammer and optimized for workshops.
Three rooms to play in sequence to get 3 cubes needed to solve the final puzzle with laser.Update:
1. Added a platform to support the player in front of the exit door.
2. Automatic savegame after completing puzzles in the room 1 and 2[img]http://www.lalucedietrolacollina.com/service/mappa02.png[/img]
[img]http://www.lalucedietrolacollina.com/service/mappa04.png[/img]
[img]http://www.lalucedietrolacollina.com/service/mappa03.png[/img]
Map created in Hammer and optimized for workshops.
Three rooms to play in sequence to get 3 cubes needed to solve the final puzzle with laser.
Update:
1. Added a platform to support the player in front of the exit door.
2. Automatic savegame after completing puzzles in the room 1 and 2
[img]http://www.lalucedietrolacollina.com/service/mappa02.png[/img]
[img]http://www.lalucedietrolacollina.com/service/mappa04.png[/img]
[img]http://www.lalucedietrolacollina.com/service/mappa03.png[/img]
Quote from taco on May 13, 2012, 4:01 amI liked this map. Right up until the end. Then after the end I liked it again.
I probably did the final fling (the one to the exit door) about 2 dozen times before I didn't bounce off the closed door. You should either add a brush that the player can stand on in front of the door or use a trigger_catapult on the angled platform with a set threshold (to make sure they are jumping from high enough) and then adjust their velocity. This was horribly annoying.
Also, [spoiler]getting insta-gibed by turrets is never fun.[/spoiler]
I had to fizzle the CC as a means to get it to the 2nd room - is this the intended solution? Seems odd that you would kill the CC. If this is on purpose then you should change the cube type.
Visuals are polished, if not a little plain. The little marks on the walls in the laser room made the laser puzzles stupid-easy. Not sure why you put them there.
Seriously - fix the last fling. If the game didn't have quick save/quick load, I would have given up. Give the player more than the lip of the door to stand on.
I liked this map. Right up until the end. Then after the end I liked it again.
I probably did the final fling (the one to the exit door) about 2 dozen times before I didn't bounce off the closed door. You should either add a brush that the player can stand on in front of the door or use a trigger_catapult on the angled platform with a set threshold (to make sure they are jumping from high enough) and then adjust their velocity. This was horribly annoying.
Also,
I had to fizzle the CC as a means to get it to the 2nd room - is this the intended solution? Seems odd that you would kill the CC. If this is on purpose then you should change the cube type.
Visuals are polished, if not a little plain. The little marks on the walls in the laser room made the laser puzzles stupid-easy. Not sure why you put them there.
Seriously - fix the last fling. If the game didn't have quick save/quick load, I would have given up. Give the player more than the lip of the door to stand on.
Quote from Shakky on May 13, 2012, 1:39 pmI agree with taco. Everything was great before the end fling. My solution didn't require for me to destroy CC and you can see it in the video below. I think the textures were maybe little too simple but I didn't mind them.
Puzzle was great, just add a little platform in front of the last door. Or are we expected to be able to shoot those 2 portals for laser during the fling? If so, add some placement helpers please.
[spoiler]Cbgr8JDSdNQ[/spoiler]
I agree with taco. Everything was great before the end fling. My solution didn't require for me to destroy CC and you can see it in the video below. I think the textures were maybe little too simple but I didn't mind them.
Puzzle was great, just add a little platform in front of the last door. Or are we expected to be able to shoot those 2 portals for laser during the fling? If so, add some placement helpers please.
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from Sleter on May 13, 2012, 4:19 pm@Taco
Thanks for having tested the map and for the comments.I wanted to make a map is not too difficult to play but requires a bit of logical reasoning.
Soon I will publish a new version with savegame that is triggered when the 2 cubes are in the room 3 and with panels under the exit door.
Sorry for my english and thanks again for the suggestions.
@Shakky
Interesting and brilliant as you brought out the cubes from rooms 1 and 2.
I had not expected and there are other ways to get out without destroying the companion cube.
(soon my video solution).Thanks for playing, for the comment and for the video.
@Taco
Thanks for having tested the map and for the comments.
I wanted to make a map is not too difficult to play but requires a bit of logical reasoning.
Soon I will publish a new version with savegame that is triggered when the 2 cubes are in the room 3 and with panels under the exit door.
Sorry for my english and thanks again for the suggestions.
@Shakky
Interesting and brilliant as you brought out the cubes from rooms 1 and 2.
I had not expected and there are other ways to get out without destroying the companion cube.
(soon my video solution).
Thanks for playing, for the comment and for the video.
Quote from El Farmerino on May 13, 2012, 11:05 pmI agree with the other two on this - I loved the map up until the very last fling. Unlike taco, I gave up after about five attempts and just noclipped up there.....
I agree with the other two on this - I loved the map up until the very last fling. Unlike taco, I gave up after about five attempts and just noclipped up there.....
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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Quote from taco on May 14, 2012, 11:25 amSleter wrote:The video of the solution provided:The main difference between your run and my run is that I don't use the same methods to get the CC onto the buttons that are in the alcoves. I just [spoiler]place a portal up high beside the alcove, walk through it and land in the alcove. You don't even have to jump[/spoiler].
The main difference between your run and my run is that I don't use the same methods to get the CC onto the buttons that are in the alcoves. I just
Quote from sicklebrick on May 24, 2012, 6:30 pmThanks, that was pretty good ^^
Nothing too crazy, but enough to keep me interested while figuring out each little sectionEdit:
Just realised my solution is really quite different - figured I'd post it
Thanks, that was pretty good ^^
Nothing too crazy, but enough to keep me interested while figuring out each little section
Edit:
Just realised my solution is really quite different - figured I'd post it
Quote from sicklebrick on May 24, 2012, 8:36 pmSorry, double posted. Wrist slap and post wipe please
Sorry, double posted. Wrist slap and post wipe please
Quote from Sleter on May 25, 2012, 7:11 amGreat Sicklebrick!
Extraordinary mastery of more advanced techniques of the game.
It was expected that the puzzle could be resolved in different ways, leaving the player more freedom of action.
I did not foresee that in the chamber 2 could be resolved without using the laser_relay and then without disable Fizzler.Splendid performance!
Thanks for playing and thanks for the video.
Great Sicklebrick!
Extraordinary mastery of more advanced techniques of the game.
It was expected that the puzzle could be resolved in different ways, leaving the player more freedom of action.
I did not foresee that in the chamber 2 could be resolved without using the laser_relay and then without disable Fizzler.
Splendid performance!
Thanks for playing and thanks for the video.