[SP] Robot Extraction
Quote from Haggis on April 19, 2013, 1:08 pmScreenshot 1, will place a deathfield there. Screenshot 2, big spoiler here
[spoiler]in the screenshot, look forward, to the left, there is a switch which switches off the fizzler[/spoiler]. Screenshot 3, i put those symbols there so you would follow the route to the sphere dropper, but i suppose you have to follow the route any way, i will remove them. Last screenshot, thats a bit embarrasingthat was there for a solution that i had thought of earlier, but cahnged my mind, will delete that to.
Screenshot 1, will place a deathfield there. Screenshot 2, big spoiler here

Quote from RogerL on April 19, 2013, 2:17 pmFor screenshot 2: yes, I knew that, but there is no portable surface on or around the platform I'm stuck on that I could use to get off of it. Or am I missing something?
For screenshot 2: yes, I knew that, but there is no portable surface on or around the platform I'm stuck on that I could use to get off of it. Or am I missing something?
Quote from Shakky on April 20, 2013, 7:45 pmNinja solutions huh? I guess I'll throw the first rock!
[spoiler]GA7QCLbPuL8[/spoiler]
I'll break part 2 tomorrow. It's already 3 am here and I think I need some sleep.
Ninja solutions huh? I guess I'll throw the first rock!
I'll break part 2 tomorrow. It's already 3 am here and I think I need some sleep.
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from sicklebrick on April 21, 2013, 11:34 amFeels like I'm being spoiled for choice with all these good dilapidated style maps recently
I've only finished the first one so far, but I love the way you've been a bit creativeexperimentalwith the layout of it.
I can't explain it fully, but little things like the row of lasers and, and all the backtracking around into the little wall alcoves and stuff.
Looking forward to having a bash at pt2 tonight, cheers.@shakky: Your move.
94pdqCj-aY8
Feels like I'm being spoiled for choice with all these good dilapidated style maps recently I've only finished the first one so far, but I love the way you've been a bit creativeexperimentalwith the layout of it.
I can't explain it fully, but little things like the row of lasers and, and all the backtracking around into the little wall alcoves and stuff.
Looking forward to having a bash at pt2 tonight, cheers.
@shakky: Your move.
94pdqCj-aY8
Quote from Haggis on April 21, 2013, 11:50 amAbsolutely brilliant sicklebrick, that made me laugh
. I had updated map 1, but will need to update it again. You will have a field day with map 2, there are a lot of mistakes which need sorted. Looking forward to shakky's solution.
Absolutely brilliant sicklebrick, that made me laugh . I had updated map 1, but will need to update it again. You will have a field day with map 2, there are a lot of mistakes which need sorted. Looking forward to shakky's solution.
Quote from Shakky on April 21, 2013, 3:51 pmNinja solution for part 2:
[spoiler]opfA-3S8S2U[/spoiler]It doesn't have so huge skips as you need to complete all the chambers to get the sphere for the ending.
Sickle. I guess it's your move.
Ninja solution for part 2:
It doesn't have so huge skips as you need to complete all the chambers to get the sphere for the ending.
Sickle. I guess it's your move.
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from Haggis on April 21, 2013, 5:03 pmRogerL wrote:For screenshot 2: yes, I knew that, but there is no portable surface on or around the platform I'm stuck on that I could use to get off of it. Or am I missing something?[spoiler]Where the speed gel tube is, there is a portable surface there, you can just see it if you crouch down[/spoiler]
Shakky, another brilliant video, i really have my work cut out with you 2![]()
There was something that you did that i loved as a solution, going to change it to what you did [spoiler]retrieving the cube back at the very end[/spoiler]
Shakky, another brilliant video, i really have my work cut out with you 2

There was something that you did that i loved as a solution, going to change it to what you did
Quote from sicklebrick on April 21, 2013, 7:47 pmFinally got around to part 2!
There's something really cool about your design that I can't really place. Like how the sewery room (room 2) felt completely portally, but at the same time just really manky and abandoned. Sometimes it felt like I was playing arkham city or tomb raider or in a ninja turtles cartoon. All very cool. Oh, and cheers for leaving the little signs reminding us that we're essentially trying to find the ball.
Again, just awesome layout and design, and attention to detail. It's all the little things (of which there are many) that make it. Really looking forward to more.@Shakky:
Hahah, that's awesome, I love how we've done almost every single bit differently. Your exit strategy really had me laughing though, sneaky. Is what you did around 3:40 the intended way? I never did figure that out. Oh, also, is the music Overwerk?Alternate vid in the spoiler if you wanna take a peeksee.
Vid notes
[spoiler]For some reason the demo recorder was crashing every time I entered the third room (though even the ones after it were fine), so I had to use fraps... hence the shitty framerate.Here's an alt solution where you leave the cubes from the second room where they are... so technically you could finish with 5 cubes + one sphere.
wXzXzF3G6tcFramerate is 30fps rattled through at 40 btw, just to smooth out some of the frapsing a bit.[/spoiler]
Finally got around to part 2!
There's something really cool about your design that I can't really place. Like how the sewery room (room 2) felt completely portally, but at the same time just really manky and abandoned. Sometimes it felt like I was playing arkham city or tomb raider or in a ninja turtles cartoon. All very cool. Oh, and cheers for leaving the little signs reminding us that we're essentially trying to find the ball.
Again, just awesome layout and design, and attention to detail. It's all the little things (of which there are many) that make it. Really looking forward to more.
@Shakky:
Hahah, that's awesome, I love how we've done almost every single bit differently. Your exit strategy really had me laughing though, sneaky. Is what you did around 3:40 the intended way? I never did figure that out. Oh, also, is the music Overwerk?
Alternate vid in the spoiler if you wanna take a peeksee.
Vid notes
Here's an alt solution where you leave the cubes from the second room where they are... so technically you could finish with 5 cubes + one sphere.
wXzXzF3G6tc
Framerate is 30fps rattled through at 40 btw, just to smooth out some of the frapsing a bit.
Quote from Haggis on April 22, 2013, 12:55 pmWOW,absolutely love what you manage to achieve in these maps, awesome Portal 2 playing. Funniest moment for me was when Sicklebrick got the 2 cubes, which go on the cube buttons in room 2, through to the room with the 2 cube buttons which open the door to the sphere
. Sicklebrick, how do i stop you placing a portal through the tiles at 1 min.52 secs. Thanks very much for the kind words about the look of the map, really aprreciated. I was going to wait until both maps were updated before uploading, but Pt 2 is going to take a while, so i will upload Pt 1 first.
WOW,absolutely love what you manage to achieve in these maps, awesome Portal 2 playing. Funniest moment for me was when Sicklebrick got the 2 cubes, which go on the cube buttons in room 2, through to the room with the 2 cube buttons which open the door to the sphere . Sicklebrick, how do i stop you placing a portal through the tiles at 1 min.52 secs. Thanks very much for the kind words about the look of the map, really aprreciated. I was going to wait until both maps were updated before uploading, but Pt 2 is going to take a while, so i will upload Pt 1 first.
Quote from Shakky on April 22, 2013, 4:47 pm@Haggis
There might be much a much better way to do that but I would just add a func_brush covered with invisible texture to block that and just have the floor button trigger a kill or disable command to it when it breaks the wall.
There might be much a much better way to do that but I would just add a func_brush covered with invisible texture to block that and just have the floor button trigger a kill or disable command to it when it breaks the wall.
My maps: Bits , Color Me Rainbow and Spank Me Skyward