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satchmo wrote:
Or the way I approach it, I
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portal the bridge while standing in the safety zone near the entrance, so the opposing turret cannot even see me.

I did too, but once on the bridge, I noticed it was too far from the platform and needed correction. But my point wasn't that there wasn't a better way to do it, but that there are valid ways that can easily frustrate the player.

satchmo wrote:
You do not need to place the portal on the floor directly below the cube. You can shoot a portal anywhere on the floor and just walk into the room to pick up the cube.

There too you miss my point. Yes there are "safe" ways to do it. But most people will try to put a portal under the cube. And there are places where the player can shoot at the floor but the portal will not be created anyway. It's probably a bug in the way Valve designed the pole but if the map can be designed around that limitation, it can only be better.

satchmo wrote:
That's where the funnel reversal comes in.
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If you toggle the directional flow of the funnel a few times, the floating turret is going to block the laser.

But if the player is unsure of the solution, he may just think that it's not possible and abandon it after the first try, especially since it's not the usual way to do it.

So I agree with you that things can be done safely but Portal is a lot about experimenting and so you cannot expect the players to always do the right thing. If the map can forgive these mishaps (doesn't kill the player, doesn't block the player) or even better if it can prevent them altogether, all the better.
But then again, it just a personal preference, same as the difficulty. I'm more interested in finding the solution of a map than in implementing it so I get more easily frustrated when I fail in the execution.

I solved it two different ways, neither of which is the "official" way, though my second is close.

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First: I placed the light bridge so it was at almost it's highest point, giving just enough room so I could jump up slightly. This got me close to the top of the protected room but not close enough to jump in, or shoot the floor, especialy with the wall in the way. If you jump towards it as if you are trying to jump in you get a split second clear view of a piece of the floor to shoot. I managed to get it, got the cube and the rest was simple.

Second: I placed the light bridge so it crossed the funnel, but it was at the bottom, I managed to wedge a dead turret under the light bridge in the funnel, then used to funnel to get back up. I stood on the revers button and removed the light bridge from blocking the turret. Then stepped off the button and waited for the split second I had to shoot a portal into the room with the cube.

Side note about Turrets: I took out the highest turret using the light bridge as a weapon. Two others I did a run by grab and drop while avoiding the tracking from another turret. The last one (closest to the origin of the light bridge) I placed the light bridge over him as low as I could, and "crawled" to just above him and removed the light bridge to get the "drop" on him.

You must have incredible agility and perfect timing to be able to do it with the first method.

DrakeBrimstone wrote:
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Second: I placed the light bridge so it crossed the funnel, but it was at the bottom, I managed to wedge a dead turret under the light bridge in the funnel, then used to funnel to get back up. I stood on the revers button and removed the light bridge from blocking the turret. Then stepped off the button and waited for the split second I had to shoot a portal into the room with the cube.

Clever solution. I had not thought of that.

I tried it myself, and it's quite tricky to accomplish. I did it, but only after a few failed attempts.

satchmo wrote:
DrakeBrimstone wrote:
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Second: I placed the light bridge so it crossed the funnel, but it was at the bottom, I managed to wedge a dead turret under the light bridge in the funnel, then used to funnel to get back up. I stood on the revers button and removed the light bridge from blocking the turret. Then stepped off the button and waited for the split second I had to shoot a portal into the room with the cube.

Clever solution. I had not thought of that.

I tried it myself, and it's quite tricky to accomplish. I did it, but only after a few failed attempts.

Maybe I'm missing something but isn't that pretty much the same solution as yours except for

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the starting point of the turret in the funnel
?

Nahor wrote:
satchmo wrote:
DrakeBrimstone wrote:
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Second: I placed the light bridge so it crossed the funnel, but it was at the bottom, I managed to wedge a dead turret under the light bridge in the funnel, then used to funnel to get back up. I stood on the revers button and removed the light bridge from blocking the turret. Then stepped off the button and waited for the split second I had to shoot a portal into the room with the cube.

Clever solution. I had not thought of that.

I tried it myself, and it's quite tricky to accomplish. I did it, but only after a few failed attempts.

Maybe I'm missing something but isn't that pretty much the same solution as yours except for

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the starting point of the turret in the funnel
?

Except that with his approach, the funnel does not need to be reversed. I know he did, but it does not have to be.

It's a simpler solution, but technically more challenging to execute.

satchmo wrote:
Except that with his approach, the funnel does not need to be reversed. I know he did, but it does not have to be.

Yes of course but why does that make it more challenging? If anything, the fact that you don't have to reverse the funnel should make it easier (not that pushing that button is difficult in the first place).

Alright well it was relieving to see that there was actually a clean solution that we were intended to find, however, I think I didn't do anything the intended way.

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Firstly I killed the turret in the front right corner (relative to entrance) of the map by dropping onto him and then quickly evacuating through a portal to safety. Then I used a high light bridge along the right wall to get rid of the turret at right. Then I got rid of the turret near the emancipation grill, and threw all three turrets into the emancipation grill. Next, I hit the button, jumped into the little boxy area, and threw the cube out over the wall (this took a decent amount of tries, as it kept getting stuck on top...) Then I redirected the laser into the laser catcher and rushed the door (4th turret was still happily alive)

So I didn't really need the excursion funnel or the top laser, but it's not exactly the cleanest solution. I'm going to go try out the intended solution now :P

All known bugs fixed in version 2.0

I hope the new design will force the player to solve the puzzle in the intended way.

Now the puzzle is more challenging than ever, but not in an impossible sort of way.

Here's my intended solution:

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To get rid of the turret on the highest platform, portal the excursion funnel to the opposing wall in the distance.

Jump to the lower level and portal the light bridge to the back safe room. Walk on the light bridge through the portal and create a bridge just above the twin turrets guarding the exit door. The light bridge will protect you from the turret fire.

Walk just above the turret closer to the observation window, and shoot a portal to the floor of that turret. That will knock that turret off.

Walk on the bridge while crouching to use the bridge as a shield and carefully approach the turret further away from the observation window. When you are close enough to the platform, jump onto the platform and grab the turret to deactivate it.

For the final turret on the upper level, you have to get behind it from the upper level. While standing on the light bridge, portal a rising funnel to elevate yourself to the upper level. This requires you to shoot two portals in quick succession--one on the distant ceiling to portal the funnel, and one on the floor of the turret platform. Once you rise to the upper level, take out the central turret.

Press the button to drop the reflective cube. Bring a deactivated turret to the lower level, and drop it into the rising funnel. Quickly portal your way to the upper level. When the rising turret interrupts the laser beam activating the emancipation grid, you have half a second to shoot a portal on the floor of the protected room containing the cube.

If the turret misses the laser on the way up, stand on the button to reverse the direction of the funnel. After reversing the direction a few times, the turret is guaranteed to interrupt the laser and turn the grid off briefly.

If you don't want the upper laser to burn up the turret before it has a chance to interrupt the lower laser, shoot a light bridge between the laser beams so the turret only traverses through the lower beam without getting burned up by the upper beam.

Take the reflective cube to the top of the ceiling using the rising funnel, and re-direct the upper laser beam at the distant wall. Portal the laser from that wall to the wall on the lower level to direct the laser and open the exit door.

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By running and jumping along the right wall, I can get past the second turret on the top floor about 50% of the time.

I think you should fix that one. As it is, when you die, it feels that you're near enough to make it that you want to try again. And if you keep getting killed, it gets frustrating.

Another solution for killing a turret,

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put the light bridge below the observation window and jump&grab the turret on the floating platform
.

Another minor change

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is to make the ceiling of the lower floor slightly higher or the observation window slightly lower so that one doesn't have to crouch to go the other turret, or if you really want to make the player crouch, lower the ceiling. As it is, it's so nearly possible that it's annoying and sometimes, if the conditions are just right, you can actually walk
.

Thanks for the feedback, Nahor.

I've fixed those things.

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