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[SP] Map_Name_Here_123

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With newer version now, hopefully some of the problems are fixed... and probably some new have been created ;)

Thanks for the feedback and kind words! I really enjoyed making this map visually appealing... even more than creating puzzles. Hope I can keep both elements good enough in the future and promote creative solutions. More freedom, less band-aid blocking!

(Erm... just to justify blocking your speed gel solution - it's actually what it should have been in the first place, just the basic gel dropper instance didn't work well with quick turn on/off situations... now I have my own instance.)

I suggest aligning the two double-fling panels vertically on same level. Jumping isn't easy at all. I'm talking about the first chamber. Also mind that instead of double fling it is much easier to use the funnel to bridge you to the button (just get on the lower panel, open a portal with the funnel stream and jump into the stream and next right to the button). However, if you do align the panels then no need to worry about possible shortcuts since double fling will be easier.

xdiesp wrote:
Personally I would lower the number of those turrets, to allow one to scout on top and see what's there - it's not so immediate to see the panel + cage structure in front of the exit.

To have it better come into view you could also increase transparency of the glass walls.

The current version - this time no travelling with the funnel across the room:

Map_name_here_123

Crn-mXp9FuY

Just a really minor update, just glass appearance (and it's not really opacity that causes problems, it's lighting; projectedtexture lights no longer affects glass and glass brush opacity is now at 40%).

Like I said, it's not my intention to block unintended solutions unless they break the map or generate major short cuts, so the button part remains untouched ;) Note: original idea for the flings is that

Spoiler
you lift yourself in the air with the funnel, shoot a portal on the diagonal surface resulting in the first fling and then shoot portals on the ceiling and the elevated panel (both in mid-air) to make the second fling.
This could be enforced with a grate and smaller diagonal surface, but that would be a very action-ish solution. Right now I can think of 4 or 5 solutions for the button part and it feels good to have them all :D

So again, thanks for testing and stay creative!

SiaCreations wrote:
... lift yourself in the air with the funnel, shoot a portal on the diagonal surface resulting in the first fling and then shoot portals on the ceiling and the elevated panel (both in mid-air) to make the second fling.

You did try it yourself, right? Because this is extremely hard! Whilst in mid-air, you'll have to shoot 2 portals one on the ceiling and another one on the elevated panel GIVEN THAT next you'll also have to steer yourself right to the portal on the elevated panel, and then shoot a portal on the diagonal surface and then again steer yourself right to the portal on the elevated panel - this is impossibly hard!

Having players figure out things - good. Having them suffer double-fling - bad. For example, the puzzle with the laser is excellent, the fling the intended your way is no good indeed. If you want your map played by a vast majority of users, played and enjoyed, abstain from whatever "athletic" too hard workarounds - otherwise not too many people will play it.

I see your point and now, in 1.4, both flinging options are fully supported!

As for the original double fling, I wouldn't let anything impossible or with a really low chance of completion pass.

Spoiler
Placement helpers, an invisible catapult and a temporary clip brush are in place to assure the right trajectory.

And now I understand the term 'athletic' in puzzle description :)

Great, perfect map now:

Map_Name_Here_123

-W2ORHU23wg

:thumbup:

It took me longer than I intended, but finally there is the video I promised you:

LEpN-fz9f-M
(Link: http://www.youtube.com/watch?v=LEpN-fz9f-M)

Thanks for this! Guess maybe the laser puzzle in the first chamber should have some sort of hint, because its solution is not what the game taught us ;) The hidden hard light is there just to provide a way back in case you messed the laser solution with a funnel (which I did repeatedly). That trick precision shot wasn't intended as well, but you'd end up on that wall anyway if you completed the blue gel pit, so no harm done.

Also, good effort with the turrets! Didn't expect anyone to actually try to fight them, but then maybe they would need 'super damage'. In any case, this was the hard way, not really intended, so good thinking there :D

The map you've run here is currently outdated, but I guess releasing a map that hasn't been tested is my fault ;)

My video... not a blind run and edited and poor quality and all:
fAqRp5oChoQ

SiaCreations wrote:
My video... not a blind run and edited and poor quality and all:
http://www.youtube.com/watch?v=fAqRp5oC ... r_embedded

No way cuz you used the funnel to travel across the room, not allowed to do that. :thumbup:

Good video, good music, hm .. good quality. I use AnyVideo (Freeware) to convert my Fraps:
(use xvid and mp3 codecs both with the highest bitrates available in the options)
http://www.any-video-converter.com/prod ... ideo_free/

I was really enjoying myself on this one, until I got to the bouncy gel. I just hate that stuff, especially when you have to slather it around just to see where you really need it. Once I got to the runny gel, everything was back to fine again.

Good looks: clean but not sterile, well lit with a lot of dynamic range, and the puzzle in the first room had me hunting around for quite a while. 4/5 from me.

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