[SP] Patent Pending
Quote from aborttrap on June 10, 2011, 7:46 amI really enjoyed this map, it had a sense of Valve-like quality the whole way through
The puzzles were well-engineered as well - I spent a lot of time on the final two, and eventually on the last I just ended up doing this.
I really enjoyed this map, it had a sense of Valve-like quality the whole way through
The puzzles were well-engineered as well - I spent a lot of time on the final two, and eventually on the last I just ended up doing this.
Quote from PotatOS on June 10, 2011, 5:15 pmThe map was very fun to play through. Especially [spoiler]knocking down the turrets.[/spoiler]
My favorite bit though, was the first excursion funnel puzzle, because it had me cursing at one point, before I noticed the devilishly obvious answer. The whole map was Very Valve-like, specifically in the way it makes you feel smarter. The design is very professional from a visual standpoint as well. I also enjoyed [spoiler]placing a portal behind one of the cubes in the last test to be able to turn it right.[/spoiler] Not sure that's what I was supposed to do, but it was refreshing in a way. The use of the game speech files was spot on. The triple faith plate puzzle I actually solved with portal-aided timing the first time, but that's just me I guess.
The map was very fun to play through. Especially
My favorite bit though, was the first excursion funnel puzzle, because it had me cursing at one point, before I noticed the devilishly obvious answer. The whole map was Very Valve-like, specifically in the way it makes you feel smarter. The design is very professional from a visual standpoint as well. I also enjoyed
Quote from xdiesp on June 11, 2011, 10:17 pmebola wrote:So, in order to destroy the puzzle areas, the designer would have to take a lot of risk and do so early in the process.Now, it's a conceptual thing so understanbly blurry. On my part, I consider it an aesthetical matter: just show it, that you are in some ruins. No need to actually break your plan.
I've seen these "appearances" to push the illusion in a variety of maps, Wavelet and Reconstruct to name two. Blackouts, falling debris, scattered puzzle items no longer useful, collapsed doorways, crumbling floor, holes in the ceiling to the sky, and more generally playing on top of collapsed structures.
Now, it's a conceptual thing so understanbly blurry. On my part, I consider it an aesthetical matter: just show it, that you are in some ruins. No need to actually break your plan.
I've seen these "appearances" to push the illusion in a variety of maps, Wavelet and Reconstruct to name two. Blackouts, falling debris, scattered puzzle items no longer useful, collapsed doorways, crumbling floor, holes in the ceiling to the sky, and more generally playing on top of collapsed structures.
Quote from roqoqo on June 12, 2011, 10:25 ami think i used an unintented solution for the last room:
[spoiler]i took the cube from the turret-room to get a portal high enough for the last faithplate jump[/spoiler]
otherwise lovely design of the map and the puzzles, thanks a lot for the good time on your map!
i think i used an unintented solution for the last room:
otherwise lovely design of the map and the puzzles, thanks a lot for the good time on your map!

Quote from peem on June 12, 2011, 4:56 pmSimply Awesome - if this had been a cut part of the game proper I would be unsurprised. Can only agree with what's been said above, great looking areas and properly clever puzzle mechanics without ever being too open/confusing nor too simplistic.
Most enjoyable portalling I've done since the game itself. Please make many more
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Peem
Simply Awesome - if this had been a cut part of the game proper I would be unsurprised. Can only agree with what's been said above, great looking areas and properly clever puzzle mechanics without ever being too open/confusing nor too simplistic.
Most enjoyable portalling I've done since the game itself. Please make many more
Peem
Quote from infernet89 on June 13, 2011, 7:29 amReally nice work. Puzzles are though and well designed, there are not too much unintended way to solve them..
Really nice work. Puzzles are though and well designed, there are not too much unintended way to solve them..
(I'll stop recording if i die.)
Quote from quatrus on June 14, 2011, 3:45 pmExcellent map, this is what I expect in a challenging and fun map, took some time to get the puzzles, didn't have a lot of back and forth activity and I got to burn turrets with a laser. The atmosphere and audio was perfect...thanks much for creating....
Excellent map, this is what I expect in a challenging and fun map, took some time to get the puzzles, didn't have a lot of back and forth activity and I got to burn turrets with a laser. The atmosphere and audio was perfect...thanks much for creating....
Quote from Ratboy on June 15, 2011, 10:20 amAn exhausting but challenging and well made map. My only criticism is that I felt really stupid when I couldn't figure out one of the solutions for half an hour (nearly gave up and threw the whole thing in my stupid maps pile, glad I didn't though), but I'm not so sure that's your fault. I really shouldn't play portal when I'm super tired. Bravo. I hope to see this map as one of the semi finalists at least.
An exhausting but challenging and well made map. My only criticism is that I felt really stupid when I couldn't figure out one of the solutions for half an hour (nearly gave up and threw the whole thing in my stupid maps pile, glad I didn't though), but I'm not so sure that's your fault. I really shouldn't play portal when I'm super tired. Bravo. I hope to see this map as one of the semi finalists at least.

Quote from RubyCarbuncIe on June 17, 2011, 10:55 amProbably the best entry I've seen. It's beautiful, challenging, long, and the interest level was kept high. When I look at this map I think to myself "Well this one has the best chance at winning" It was also great that so many different elements were used in so many different ways.
Also if there is one thing I can't thank you enough for it's that you used the announcer's voice with all of the lights in the observation rooms turned off, (many people over look that detail) which really helps bring back that feel of the "sp_a1" maps in the Single Player Campaign.
Thank you for this amazing map, and good luck in the contest my friend.
Probably the best entry I've seen. It's beautiful, challenging, long, and the interest level was kept high. When I look at this map I think to myself "Well this one has the best chance at winning" It was also great that so many different elements were used in so many different ways.
Also if there is one thing I can't thank you enough for it's that you used the announcer's voice with all of the lights in the observation rooms turned off, (many people over look that detail) which really helps bring back that feel of the "sp_a1" maps in the Single Player Campaign.
Thank you for this amazing map, and good luck in the contest my friend.
Youtube Channel My Workshop
My Maps/Projects:
[spoiler]Maps:
RBC 1 RBC 2
Blue Walls
Converting Propulsion
One Week Creation
Secondary Fire
Flings Speed Patience
Ongoing Projects:
Alive & Kicking: Chamber 18 Secondary Fire[/spoiler]
Quote from ebola on June 18, 2011, 12:39 amI appreciate everyone's time and kind embellishments. I'm just glad to see players enjoying my map. This is an excellent and thriving community for aspiring designers.
I appreciate everyone's time and kind embellishments. I'm just glad to see players enjoying my map. This is an excellent and thriving community for aspiring designers.