[SP] sp_zimbardo
Quote from clyder on July 21, 2011, 11:47 pmA single easy/medium difficulty chamber in clean style. My second map uploaded to ThinkingWithPortals.com. Feedback is appreciated.
File Name: sp_zimbardo.zip
File Size: 3.31 MiB
Click here to download sp_zimbardo
A single easy/medium difficulty chamber in clean style. My second map uploaded to ThinkingWithPortals.com. Feedback is appreciated.
File Name: sp_zimbardo.zip
File Size: 3.31 MiB
Click here to download sp_zimbardo
Quote from infernet89 on July 22, 2011, 5:08 amVery nice map. Puzzles are well designed, they made me think a lot.. I restarted a lot of times ([spoiler]dropped another cube[/spoiler]) just because i forgot something in the solving process ([spoiler]for instance, i didn't killed the turrets before walking in front of them[/spoiler])
Also, i've found a little trick, but i don't think is useful to skip puzzle or something:
[spoiler]-where is the laser, it's possible to shoot a portal behind the fizzler and the death trap by jumping over the first platform and sniping the portalable area[/spoiler]
Very nice map. Puzzles are well designed, they made me think a lot.. I restarted a lot of times (
Also, i've found a little trick, but i don't think is useful to skip puzzle or something:
(I'll stop recording if i die.)
Quote from ForbiddenDonut on July 22, 2011, 8:34 amA well-designed, refined puzzle with a professional mindset. I particularly enjoyed the use of funnels and light bridges to allow mobility throughout the map. Textures were aligned and planned, and the fizzlers and discouragement fields did their job successfully.
A note, unsure if intended or not, but in the last area, a player can jump and portal snipe over the fizzler to the white wall in the first area. I used this method a few times to get back to the first room.
5/5.
A well-designed, refined puzzle with a professional mindset. I particularly enjoyed the use of funnels and light bridges to allow mobility throughout the map. Textures were aligned and planned, and the fizzlers and discouragement fields did their job successfully.
A note, unsure if intended or not, but in the last area, a player can jump and portal snipe over the fizzler to the white wall in the first area. I used this method a few times to get back to the first room.
5/5.
Quote from clyder on July 22, 2011, 2:22 pmThanks for the comments everyone. And as far as being able to jump and shoot above the final platform's fizzler to return to the entry platform, that is fine and intended.
Thanks for the comments everyone. And as far as being able to jump and shoot above the final platform's fizzler to return to the entry platform, that is fine and intended.
Quote from Marise on July 22, 2011, 3:22 pmI love that you name your maps after people who did questionable psychological research.
I love that you name your maps after people who did questionable psychological research. ![]()
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from Reswitch on July 22, 2011, 4:37 pmI really enjoyed this map. A few things though:
Presumably it was supposed to be possible to [spoiler]use the excursion to get to the door area, the only way I could get high enough to get into it was by jumping off the button.[/spoiler] If you are supposed to be able to do that maybe just have a few steps or something, it felt like I was cheating a bit.
After activating the bridge I solved it by:
1)[spoiler]Taking the cube over to the final area in the excursion funnel and putting a portal in that area[/spoiler]
2)[spoiler]Jump sniping back over to the start and using the bridge to move over to the laser area[/spoiler]
3)[spoiler]Using a portal to retrieve the cube from the final area and then using that as a stepping stone to move up to the laser[/spoiler]
4)[spoiler]Opening a portal with the laser going through it back to the final area and going through with the cube[/spoiler]If that was the intended solution then great job!
I really enjoyed this map. A few things though:
Presumably it was supposed to be possible to
After activating the bridge I solved it by:
1)
2)
3)
4)
If that was the intended solution then great job!
Quote from clyder on July 22, 2011, 8:09 pmI'm glad someone caught the references, Marise. (edit: I noticed you've got a Skinner map, well done!)
Reswitch, your solution does agree with the intent of the level.
I'm glad someone caught the references, Marise. (edit: I noticed you've got a Skinner map, well done!)
Reswitch, your solution does agree with the intent of the level.
Quote from Adair on July 23, 2011, 4:26 amWow, this map made me stop and think a few different times.
Thanks, clyder. Your puzzles are just right. Difficult to figure out, but easy to perform.
I also think it has the right level of deadliness to it. You can easily die if you are being careless, but nothing tries to kill you unexpectedly. [spoiler]Even the turrets can be dealt with before they pose any threat, making them just another part of the puzzle.[/spoiler]
Wow, this map made me stop and think a few different times.
Thanks, clyder. Your puzzles are just right. Difficult to figure out, but easy to perform.
I also think it has the right level of deadliness to it. You can easily die if you are being careless, but nothing tries to kill you unexpectedly.
Quote from joker2000 on July 23, 2011, 8:50 amAdair wrote:Wow, this map made me stop and think a few different times....Everything said above. This was better done than some of the retail P2 levels.
Everything said above. This was better done than some of the retail P2 levels.
