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[SP] Mindsweeper

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I loved this map, an easy 4/5. It has just a touch of Chander's dirty trickery. However, the key parts of this are not controller friendly.

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is hard, because small movements are very touchy on a controller. I managed to get that done on the fourth try, so it wasn't impossible.

The quick turn and shoot for the final fling is very nearly impossible with a controller. You can have speedy turns, or accurate aiming, but getting both is far more a matter of luck than skill. But I'm stubborn as a mule (and almost as handsome!) and I came up with this easy variation that is controller friendly. Note that the cube is still sticking in the dropper.
Alternate fling methodAlternate fling method

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I got it.

I got it ! !

I really really got it !!

KennKong - I thought I needed a lighting fast shoot the portals, spin around and run back. But I found that I did not need to be fast on the turn and run back, because the cube just keeps dropping and fizzling until I meandered over there and grabbed the 3rd or 4th cube drop.

The ole dirty-clean

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That was very insidious of you MarKiu, I must say.
It took me an entire week but I finally really got it.

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Thx for the feedback guys!
@kennkong
Happy you liked it! I had only a small portable surface under the dropper in the beginning. That didn't allow double floor portals. But then I though, before kennkong breaks his f7 key again, :D I'll better change that so you can always respawn the cube by shooting it into the fizzler.

@pcdoc
INSIDIOUS! I like that :D
Hope you had a great time solving it.

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PCdoc wrote:
KennKong - I thought I needed a lighting fast shoot the portals, spin around and run back. But I found that I did not need to be fast on the turn and run back, because the cube just keeps dropping and fizzling until I meandered over there and grabbed the 3rd or 4th cube drop.

You are correct in that you don't have to be quick on the run back. But if you can't turn and shoot the portal in the opposite wall quickly, the cube will land somewhere without being fizzled. Just thinking about it as I write this, I realize I haven't tested leaving the portal in the wall by the dropper and shooting the other one under the dropper. If the cube will reach the fizzler from that low on the wall, then the quick turn is indeed a moot point.

EDIT: I've tested using the low wall portal surface. If you place it at the top edge, and get the other portal directly under the dropper, it works just fine.

This reminds me of a point I have about better map design. In this map, if you blow that fling, there is a long reset without a quick save. I really appreciate it when mappers anticipate the mistakes players will make, and provide an easy reset at that point. Some map designs lend themselves to obvious placements of autosaves, others don't. I really don't appreciate getting trapped in a death loop. And quick saves aren't always the best answer, either. You lose gel placed on lightbridges, reflectocubes can shift position, cubes in funnels can be dropped, buttons pressed by cubes with funnels or lightbridges can be unpressed, and the list goes on . . .

BTW, congratulations on solving this one. If I hadn't been so well trained by the likes of Jonatan, Chander and grayarea, to mention just a few, this one would have taken me a long time to solve. Even so, I didn't publish my blind playthrough because it had about an hour of me putting cubes in receptacles, then running back and forth, accomplishing nothing. Try to imagine the Keystone Kops or the Three Stooges as a solo act!

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@MarKiu While trying to test whether the cube would hit the fizzler from the low portal surface, I was walking the cube toward the fizzler, failing many times because of the twitchiness of my trackball. So I was using a lot of quick saves, then the game crashed, and crashes every time I load my last quick save. The error messasge is:

physicsclonearea: backwards mins/maxs

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I tried to replicate this error but it never occured and I tried to google something about the physicsclonearea but I couldn't find anything. Don't know how to fix that. Maybe it's about to many interacting stuff when quickloading :/ I'll see if I can find something about that... Thanks for the feedback.

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I found an unintended solution but my upload speed is slow, so basically what i did was

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then make the rusty cube in the middle of the fizzlers facing the receptacle, went up to the top, got both cubes up to the top, then placed one in the cube-button, then i made a portal on the wall next to the clean-cube dropper, made one on the floor underneath the rusty-cube dropper, and flung into it straight into the middle cube button, level complete =D

How did you manage to jump that far? Have you played the latest version? If not please sent me a screenshot how you did the last jump into the middle area. Thx for feedback.

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I also had a Save that crashed every time I reloaded it.
It was while I had both cubes in the clean dropper area.

It would be impossible to replicate so I would not worry about it.
I ended up starting over and all was well.

I did manage to finish this one but not entirely on my own. I got as far as figuring out that

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because the solution required
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, and had the "clean" cube to its final position without too much trouble. I got completely stuck at that point and ended up watching a video to figure out where I went wrong. After I did, I realized that I probably would not have been able to figure it out on my own.

On the bright side, I was able to execute the solution, unlike some of the "expert" maps that require skills far beyond my own. However, I found the

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part to be exceedingly difficult and frustrating, even though I was using keyboard/trackball and not a controller (as KennKong and I do when playing coop maps on his system). I damn near wore out my F6 and F7 keys getting through that bit.

Overall, 4/5 from me. Clever puzzle, but some of the moves required were just too finicky to give it a solid 5.

"I ache, therefore I am or, in my case, I am, therefore I ache."
--Marvin, the Paranoid Android
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