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[SP] sp_Birefringence

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UnknownTBeast wrote:
Found a problem with the thermal beams.

Spoiler
If you use the top panel (for beam #2) and make it will go in that portal and come out portal regardless of where it is placed...like it should be. But if you put the redirector on top of the beam and make the beam go vertically, it will not all the way go through the enter portal and will have a gap, then start again. See below pictures.

Otherwise, I liked the map. Good job.

Thanks. I'll take a look at this tonight (at work now). There shouldn't be anything stopping the beam, there's no entities/brushes/etc. at that point in the map. Weird... Thanks for the feedback!

Remember when the platform was sliding into the fire pit and I said 'goodbye', and you were like 'NO WAY', and then I was all 'we pretended we were going to murder you?' That was great

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

wxoD9yeOugU
(Link: http://www.youtube.com/watch?v=wxoD9yeOugU)

Also note the video description for more feedback and my signature for additional project information.

Djinndrache wrote:
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

That was actually very helpful. Thank you for the upload. Ill definitely be using this example to fix up the areas that need work.

Remember when the platform was sliding into the fire pit and I said 'goodbye', and you were like 'NO WAY', and then I was all 'we pretended we were going to murder you?' That was great

A small visual problem: the fizzler on the side near the exit is missing emitter models.
I still never had to use the button that reverses the funnel. Did Djinndrache do it right when he

Spoiler
carried the cube over the fizzlers? Because that's the only use I could think of for the reversed funnel and that surface under the grate.
If so, those laser walls should be fizzlers instead.

Picture that. In your dreams.
Maps:
SP MonoPortal | Lesson 0
WIP: LaserLock Preview Images
Random wrote:
A small visual problem: the fizzler on the side near the exit is missing emitter models.
I still never had to use the button that reverses the funnel. Did Djinndrache do it right when he
Spoiler
carried the cube over the fizzlers? Because that's the only use I could think of for the reversed funnel and that surface under the grate.
If so, those laser walls should be fizzlers instead, I have a feeling you're not supposed to be able to portal into the top area of that cage from the outside.

No, he didn't solve it as I intended. Parts of the puzzle were sort of skipped and/or made far to easy by mistakes I made. However, Id like to try to find balance between "allowing freedom for alternate solutions" and guiding the subject through the intended path.

Yes, you can portal up there.

A third revision has been released that contain corrections which will "hopefully" solve the oversights.

Rev C.- Added barrier on vertical laser
- Removed ability to slide cubes over emancipation grid
- Fixed missing emancipation grid emitter
- Added no-portal panels in 2nd puzzle
- Hopefully, fixed the glitchy laserbeam when portaled on platform wall
- Centered portal helper on puzzle 2 exit panel
- Aligned and fit emancipation grid texture in 1st puzzle

Remember when the platform was sliding into the fire pit and I said 'goodbye', and you were like 'NO WAY', and then I was all 'we pretended we were going to murder you?' That was great

quite enjoyable, good job.

I remember the first chamber from the contest, but you must have tweaked it quite a bit since. This is one of the best-looking decayed style maps out there, although I think the style of the second room doesn't fit with the first. Your transitions are a refreshing change from elevators and hallways. The puzzles are mindbenders, but aren't trivial, either. Usually, I criticize portal sniping, but the way you designed the second room, you know where the portal surfaces are before you have to snipe them. Overall, a very well done map that would rate 4/5 from me, but I'm giving you a bonus for the looks and transitions. 5/5.

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I had fun with this one. First puzzle made me think, but not so hard that my brain hurt. Second puzzle was not difficult, it seemed pretty obvious what you had to do from the layout of the room. Overall look, and the transitions, were excellent.

5/5 from me.

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

Very nice map! It took me forever to realized the funnel can take me up far enough to portal into the glass/laser-grid-area in chamber one. The second one was pretty easy in comparison, maybe the order of the two should be switched?

The only rather bad thing was the light for me: Both maps are very dark, in the second one I couldn't even distinguish surfaces from the water.

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