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[SP] Rust and Dust

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In response to lpfreaky90 and Logic:
The fizzlers were added so you couldn't skip to the next test at the beginning. Every fizzler you see has a purpose in this map.
I'll make the cube start dropping when you complete the first test, so it won't be annoying.
I'll add some clips to the supports so you cannot land on them.
Yeah, I know the cubes look like they come from no where, but there wasn't really a way to fix this. Having a huge brush going up to the ceiling wouldn't look good in my opinion
I'll update the fizzler texture.
As for the cube button looking off... I can't turn it into a regular button. It needs to be activated by a cube, or else you can skip a part of the puzzle.
All the other problems: I'll see what I can do.
Thanks for the feedback!

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
UsCobra11 wrote:
In response to lpfreaky90 and Logic:
The fizzlers were added so you couldn't skip to the next test at the beginning. Every fizzler you see has a purpose in this map.
I'll make the cube start dropping when you complete the first test, so it won't be annoying.
I'll add some clips to the supports so you cannot land on them.
Yeah, I know the cubes look like they come from no where, but there wasn't really a way to fix this. Having a huge brush going up to the ceiling wouldn't look good in my opinion
I'll update the fizzler texture.
As for the cube button looking off... I can't turn it into a regular button. It needs to be activated by a cube, or else you can skip a part of the puzzle.
All the other problems: I'll see what I can do.
Thanks for the feedback!

Personally I can't see how you can skip a part:
my solution

Spoiler
1. Grab cube.
2. Put cube on the grating.
3. Portal so you can push the button
4. Pick up the painted button.
5. Put the painted cube on the slope.
6. Run to the button.
7. Let the cube slide down
8. Walk through the fizz, place the cube on the button
9. Walk back to the button, place your portal under the orange gel.
10.Paint everything orange
11.Fizzle the cube
12.Grab a new cube
13.Block the water flow
14.Fling to the exit

I really don't see how this can be skipped.

If the fizzlers weren't there you could just walk the cube over.
For the 2 fizzlers in the first puzzle:
Entrance fizzler:You can shoot a portal to the other test at the beginning.
Exit fizzler: Well... I guess I actually don't need that anymore, since I made the gel come out for 5 seconds instead of forever.

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
UsCobra11 wrote:
If the fizzlers weren't there you could just walk the cube over.
For the 2 fizzlers in the first puzzle:
Entrance fizzler:You can shoot a portal to the other test at the beginning.
Exit fizzler: Well... I guess I actually don't need that anymore, since I made the gel come out for 5 seconds instead of forever.

I wasn't talking about the fizzlers, I was talking about the cube button, couldn't that be a normal one if not, why not?

You could put the cube on the fizzler-disabling button. You could stand on the gel button, and then use portals to paint the track you need.

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
UsCobra11 wrote:
You could put the cube on the fizzler-disabling button. You could stand on the gel button, and then use portals to paint the track you need.

You could add a button for each fizz so you have to walk from one to the other so only you can do that :)

One more thing, if you walk under the gel-dropper in by the cube-button / 2 fizzlers in test 2 and look up there are some odd texture flickering in the pipe.

Never use Logic to solve a puzzle, he's an idiot...
lpfreaky90 wrote:
You could add a button for each fizz so you have to walk from one to the other so only you can do that

Then you could press the buttons and run quickly down to the gel button.
But honestly, I don't see the cube button as a big problem. In the co-op underground tests, some modern test elements are used too. Sure there might be a way to change it, but I don't think it's worth the hassle.

Logic wrote:
Flickering pipe in 2nd test

Yes, you are right. I forgot to add the paint cap model to that dropper. I'll add it in now, thanks.

My Hammer Maps
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal

Nice looking little puzzle. That's the first time I recall using a cube

Spoiler
to block a liquid.
I think that mechanic has some more legs to it. Would be 4/5, but I think the looks need touching up, as noted by others.

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