[SP] Stockpile
Quote from Mindbug on June 6, 2011, 8:30 amthree chambers, every chamber is about lasers. You don't need reflexes or any aiming skills at all. Just common sense, and laser thinking skills.
The three chambers are in order of easiest to toughest, but i'm not sure what level of difficulty these tests are.
Please tell me about any bugs you find while testing, but most of all enjoy!
Screenshots:
http://imageshack.us/photo/my-images/828/2011060600003.jpg/
http://imageshack.us/f/90/2011060600001j.jpg/Credits to Msleeper for the elevator entities.
1.1
Fixed misaligned textures.
Added music to catchers.
Added better fog.
Fixed another solution to the first puzzle.Known bugs:
Weird lightning inside elevators
End game text, which i somehow couldn't remove1.2
fixed weird elevator lightning
fixed another solution to the third chamber
added more details to one observation room1.3
fixed yet another solution to the third chamber (and possibly the 2 others)File Name: Stockpile.zip
File Size: 3.08?MiB
[SP] Stockpile
three chambers, every chamber is about lasers. You don't need reflexes or any aiming skills at all. Just common sense, and laser thinking skills.
The three chambers are in order of easiest to toughest, but i'm not sure what level of difficulty these tests are.
Please tell me about any bugs you find while testing, but most of all enjoy!
Screenshots:
http://imageshack.us/photo/my-images/828/2011060600003.jpg/
http://imageshack.us/f/90/2011060600001j.jpg/
Credits to Msleeper for the elevator entities.
1.1
Fixed misaligned textures.
Added music to catchers.
Added better fog.
Fixed another solution to the first puzzle.
Known bugs:
Weird lightning inside elevators
End game text, which i somehow couldn't remove
1.2
fixed weird elevator lightning
fixed another solution to the third chamber
added more details to one observation room
1.3
fixed yet another solution to the third chamber (and possibly the 2 others)
File Name: Stockpile.zip
File Size: 3.08?MiB
[SP] Stockpile
Quote from BOEN on June 6, 2011, 10:08 amOh wow, these are the first portal 2 puzzles i've played that i've been legitimately stuck in
I seriously have no idea how to complete the second puzzle, and I'm not sure I did the first one correctly either. This is a good thing! It's great to finally have some decent brain teasers come from this game. Deceptively simple looking puzzles, and as a bonus the visuals are pulled off flawlessly
Oh wow, these are the first portal 2 puzzles i've played that i've been legitimately stuck in
I seriously have no idea how to complete the second puzzle, and I'm not sure I did the first one correctly either. This is a good thing! It's great to finally have some decent brain teasers come from this game. Deceptively simple looking puzzles, and as a bonus the visuals are pulled off flawlessly
Quote from iWork925 on June 6, 2011, 10:28 amMassive Headache!
Awesome map. Couldnt finish it though.
Massive Headache!
Awesome map. Couldnt finish it though.

PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
Quote from SeriousMoh on June 6, 2011, 1:41 pmThis map is epic. This is the kind of map that has pretty basic looking puzzles but you can still spend quite some time in there. This could even be the best SP map I've played so far. The second part is REALLY clever. (This map deserves some valve recognition. Honestly.)
Mindbug (what a perfectly fitting name), please, for the love of all that is holy, keep creating maps.
I was thinking of posting a hint to the second puzzle, but I won't. Guys, you can do this, if you put your mind to it.
This map is epic. This is the kind of map that has pretty basic looking puzzles but you can still spend quite some time in there. This could even be the best SP map I've played so far. The second part is REALLY clever. (This map deserves some valve recognition. Honestly.)
Mindbug (what a perfectly fitting name), please, for the love of all that is holy, keep creating maps.
I was thinking of posting a hint to the second puzzle, but I won't. Guys, you can do this, if you put your mind to it.
Quote from Mazarin256 on June 6, 2011, 2:06 pmVisuals are nice and simple. I fear the difficulty will be to hard for the average test subject though.
Chamber 2 was the most entertaining for me, it had a decent "reward" when I figured it out.
In chamber 1 and 3 I ended up mindlessly aiming beams everywhere, and not feeling particularly smart after finally completing them.
Visuals are nice and simple. I fear the difficulty will be to hard for the average test subject though.
Chamber 2 was the most entertaining for me, it had a decent "reward" when I figured it out.
In chamber 1 and 3 I ended up mindlessly aiming beams everywhere, and not feeling particularly smart after finally completing them.
Quote from Mindbug on June 6, 2011, 2:12 pmWow, thanks for the overwhelming kind responses.
I'm glad to hear, that my map design went well. Simple but hard puzzles was what i was going for. Also the whitest possible walls, to increase the possibilities, making the puzzle harder and forcing the test subject to be creative. Most of the black walls are there for aesthetic purposes.
SeriousMoh, it's nice to hear you share my feelings on the second puzzle's solution.
I do intend to create more maps, and these three puzzles are actually part of a campaign i had in mind.I have updated the map to 1.1. Changes are:
Added detail under stairs.
Added music to catchers.Fixed misaligned textures
Fixed another solution to first puzzlechamberKnown bugs:
The elevators insists on having no ligtning at all, even if i manually place a light entity.
I couldn't figure out how to remove the ending text. It's not a bug, it's just not intended.
Wow, thanks for the overwhelming kind responses.
I'm glad to hear, that my map design went well. Simple but hard puzzles was what i was going for. Also the whitest possible walls, to increase the possibilities, making the puzzle harder and forcing the test subject to be creative. Most of the black walls are there for aesthetic purposes.
SeriousMoh, it's nice to hear you share my feelings on the second puzzle's solution.
I do intend to create more maps, and these three puzzles are actually part of a campaign i had in mind.
I have updated the map to 1.1. Changes are:
Added detail under stairs.
Added music to catchers.
Fixed misaligned textures
Fixed another solution to first puzzlechamber
Known bugs:
The elevators insists on having no ligtning at all, even if i manually place a light entity.
I couldn't figure out how to remove the ending text. It's not a bug, it's just not intended.
Quote from SeriousMoh on June 6, 2011, 3:14 pmThere is nothing wrong with being too hard for the "average" test subject. There are people above and below average. And while i do play pretty much every map posted here, I bought portal, because I wanted to work with my brain. This is a puzzle game after all. Do you think the Rubik's Cube would have been such a success if most people could solve it in 5 minutes?
Anyway, Mindbug, I wanted to know if i used the correct way on the 3rd part.
My solution
[spoiler]I just used the 2 cubes to get the laser around (left side) the pillar in the middle. Now the laser hit the white wall to the right of the exit. Portal there, portal in the pit, done. Is that correct? It seemed a bit too easy for me compared to the first two. If this was the intended solution, maybe you should put this part to the beginning.[/spoiler]
There is nothing wrong with being too hard for the "average" test subject. There are people above and below average. And while i do play pretty much every map posted here, I bought portal, because I wanted to work with my brain. This is a puzzle game after all. Do you think the Rubik's Cube would have been such a success if most people could solve it in 5 minutes?
Anyway, Mindbug, I wanted to know if i used the correct way on the 3rd part.
My solution
Quote from Mindbug on June 6, 2011, 3:18 pmSeriousMoh wrote:Anyway, Mindbug, I wanted to know if i used the correct way on the 3rd part.Ah! thanks for pointing that out. No, that is definatly not the intended solution. I thought i had cleverly rooted that problem out. But it seems more walls must be unportable.
Luckily i found out i got lots of time, i thought the contest ended 12 minutes ago.Edit: I replicated the bug, that was a bit of a stretch. Luckily easily fixable.
Somehow, i screwed up the update and now you spawn with potatos.Edit 2: I fixed it, and the elevator light glitch (finally). New version is uploaded.
Ah! thanks for pointing that out. No, that is definatly not the intended solution. I thought i had cleverly rooted that problem out. But it seems more walls must be unportable.
Luckily i found out i got lots of time, i thought the contest ended 12 minutes ago.
Edit: I replicated the bug, that was a bit of a stretch. Luckily easily fixable.
Somehow, i screwed up the update and now you spawn with potatos.
Edit 2: I fixed it, and the elevator light glitch (finally). New version is uploaded.
Quote from appunxintator on June 6, 2011, 4:46 pmThere's no bsp in the current file
There's no bsp in the current file