Please or Register to create posts and topics.

[SP] Suspended

PreviousPage 3 of 4Next

If anyone is having difficulty solving this puzzle, here is a playtest video made by one of my friends.

Standard appearances, heavily punishing. Basically a stealth map, you have to avoid and kill viciously placed turrets: vicious turrets with super damage (sigh), sitting on vicious floating blocks.

I found it easy, so I tried a no-kills approach (pure evasion) but it just wasn't possible with both that damage and the following puzzle. Speaking of which, I suspect you can very well get stuck for good, once all the corpses are gone.

the hills are alive... with the sound of music

I guess the trick for this map is not to be vengeful toward the vicious turrets after you've deactivated them. ;)

Part 1 of my let's play! Enjoy!

http://www.youtube.com/watch?v=kBSc2QEEp8M

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:

7BDvFWzQkac
(Link: http://www.youtube.com/watch?v=7BDvFWzQkac)

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

OK, well, I solved it pretty much the intended way and it was a hard and satisfying puzzle. On the other side, in my opinion, portal puzzles shouldn`t let the player stuck. Also I could see a bit Nodraw texture in the very top left. Another useful thing would be some autosaves. Apart from that, challenging and good.

The Aperture Alpha
A map pack coming soon. - click for more information
Image

Thanks.

Some people have also complained that the map is too dark.

I have fixed the nodraw texture and added some additional lighting to the map. I also added two autosave points in the map to avoid frustrating the players if the turrets get them.

As for the "stuck", everyone I talked to eventually solved the puzzle. There is a fine line between making the puzzle too easy and making it impossible. I feel that I have struck a balance between too difficult and not challenging enough. I have gone through numerous playtesters, and they seem to agree that the difficulty is balanced.

Granted, this map will undoubtedly be one of the more challenging custom maps you will ever play, but that's the point. It took me days to come up with this puzzle.

Enjoy.

Here's how I solved it:

Spoiler
I started by taking out the first turret on the top floor using the funnel. I then used that turret to take out the turret closest to the light bridge on the lower level. I then proceeded to use the light bridge as my shield to take out the other one.

I then used the funnel, continuelsy shooting it on the wall on the lower level in the room with turrets in it to make my way up to the light bridge. I then shot it at the platform where one of the turrets once stood and thus made my way up the to upper level. From here it was an easy task to just go grab the last turret.

I then dropped the reflect cube and put a light bridge so I could jump into the little place that kept it. I then threw (this took about 3 minutes of tries) the cube through the little cube hole without using portals.

I then put the cube in the funnel and aimed it at the wall so that I could portal the beam to where it was supposed to be

Wow, I never thought that the reflecto cube could possibly fit through the small hole that's meant to tease the player.

I sealed that little opening that could be misconstrued as an intended solution for the puzzle.

PreviousPage 3 of 4Next