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[SP] Loud Pipes

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Wow. I really liked this. The optics were great and the puzzle in the second chamber mad me think it was impossible to solve it for some time. Well done.

P.S. Homer rules!

The Aperture Alpha
A map pack coming soon. - click for more information
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An awesome map, to say the least. Truly perfects the Old Aperture theme in a way that I failed to in my map. I did think the puzzles lacked something, but I have no idea what and it's probably just because gel based puzzles usually don't excite me as opposed to being your fault. The visuals and premise are top notch. Well done.

Wow, I said I'd check this out, and I did; I'm impressed, However, there's a minor visual glitch; in the observation room for the final chamber, the ceiling displays the purple and black checkerboard as it's reflectivity thingy, probably because of a jsplaced cube map. Aside from that, this was great, though it was a litle laggy, but that might just be me.

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hmmm, a very easy map with a couple of bugs that could easily make the user skip the 2 rooms you have easily, for the first room the user can skip it doing what "Tyronis3" said, for the second room, I'm not sure what is the purpose of placing the cube in the first part of the room (the one that makes the emancipation grid disappear) since the level can be completed even with the emancipation grid being on.

Yay 179 votes of 5/5

Sumptuous medium map in the recently neglected Old Aperture style, particularly maniacal about detail: the little touches make it more believable, but maybe the special care to isolate breaking points with the puzzles might have made it a bit fortress-like.

One might object to the newer testing elements in that setting, but that's it. Puzzles all involve classic gel applications, which don't reinvent the wheel but feel solid. Check the room with the water dispenser: you can skip a part of the puzzle by gel-jumping on the lightbridge (set in front of the exit) to the door.

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

Oh boy. Lots of replies!

Rubrica - I'll check that out. It's probably just an unlinked cubemap. Thanks for pointing it out. Also, would you mind letting me know where it was particularly laggy for you? I'm playing on quite a high end machine, so I don't notice any (plus, I've optimized the map quite a lot), but I'm always willing to listen and see if I can help.

Ilikeapples - Can you go into more detail how you are shooting past the grid? The bug that tyronis3 found should no longer be possible and there's no way to shoot up through the other fizzler for me. I've placed invisible portal_cleansers lining the grates to prevent it.

Spoiler
How are you getting the propulsion gel into the first room?

xdiesp - Thank you. Heh. It's part of the reason that Old Aperture maps require so much work to prevent exploits that I had to give it a bit of a "fortress" feeling.

Spoiler
That other bug, I was aware of. I assume you are talking quick-switching the bridge from the gel and using it to hop the outer fence into the enclosed area. Considering it required gel-ing a bridge using the gel's weird behavior of remaining for a while after the portal has been removed , I wasn't sure if too many players would recognize this strategy. I'll probably end up having to raise the fence.

EDIT: Alright, I'm flattered, but my map did not need 170+ 5/5 votes whoever did that. :lol:

Like the old style maps... However, I had some problems. In Ch 2, I kept getting stuck in the upper gated area below the exit - couldn't make the gel fling up to the exit. Once in there - no way back. Tried blue gel painting a bridge but never got enough on. No clipped up to exit.
In next blue/orange gel chamber, got stuck several times trying to jump off the moving platform - the cube went over but I ended up trapped behind the steel with no way in. Eventually got through by jumping at the angled part - IMO waaay too ninja if the solution.
After elevator at end - just took me out - maybe a better ending. Unlike the 170+ 5/5 I think this needs some work so 3/5 for now - will look for updates.
Thanks for mapping

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Once in there - no way back. Tried blue gel painting a bridge but never got enough on. No clipped up to exit.

Are you sure you did it correctly?

Spoiler
You're supposed to gel the wall below the door using the above tilted panel (taking the gel from the pipe at the start of the chamber, not the pipe that gels the bridge), place the bridge directly above (so it's parallel to the wall), gel the bridge by standing on the button and bounce upwards like in the cooperative maps.
I just tested it myself again and it works for me without any difficulties.

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In next blue/orange gel chamber, got stuck several times trying to jump off the moving platform - the cube went over but I ended up trapped behind the steel with no way in. Eventually got through by jumping at the angled part - IMO waaay too ninja if the solution.

I'm not quite sure why this was considered "ninja." I made it with barely a hop. You're supposed to jump just over the tilted frame, not through its angled compartment. You can also throw the cube over if that is what is hassling you. Of course, if it gave you a problem, I will take a look into it and see if I can make it easier.

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After elevator at end - just took me out - maybe a better ending.

That's how all the Old Aperture levels in Valve's campaign finish. I'm not sure I understand this complaint.

Thanks for playing.

Great Map. I've never played coop mode,

Spoiler
so if there is some way to bounce on a button, I've never done it. I'll have to try bouncing on the button, because every time I ended up in the fenced-in area below the exit of the second room, I got stuck. I would get to that area by bouncing up and down in the boxed-in area at the beginning of the second room, then shooting through the portal, bouncing on the flipped panel, and landing in the fenced-in area below the exit. Each time I was stuck there, although I suppose I wouldn't have been had I known you could bounce on the button. Instead, what I did was create a little more velocity for myself when bouncing off the flipped panel. To do so, rather than bounce up and down in the boxed-in area, I created a blue portal at the top and a orange portal at the bottom of the boxed-in area and fell through the bottom portal. If you do this, you reach terminal velocity pretty quickly as you fall through the portals again and again. Then, if you shoot a blue portal at the slanted panel, you will rocket out of that portal, over-shoot the middle island and die. However, If you fall though the bottom portal in the boxed-in area, and continue to fall through 3 or 4 times (before reaching terminal velocity), you can then shoot a blue portal at the slanted panel, which will cause you to hit flipped-panel at a very high speed, and bounce all the way to the entrance of the third room.
Anyway, if someone puts up the a youtube of the
Spoiler
bridge
solution, that would be great, because it had me flummoxed.

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