[SP] Suspension
Quote from satchmo on June 22, 2011, 9:41 amA series of challenging puzzles that provide brand new ways of using the Portal 2 elements.
If you can solve this puzzle in less than ten minutes, consider yourself a genius.
If you cannot solve the puzzles, here is a video playthrough. Of course, it has spoiler for the puzzles.
File Name: sp_suspension.zip
File Size: 7.37 MiB
Click here to download Suspension
A series of challenging puzzles that provide brand new ways of using the Portal 2 elements.
If you can solve this puzzle in less than ten minutes, consider yourself a genius.
If you cannot solve the puzzles, here is a video playthrough. Of course, it has spoiler for the puzzles.
File Name: sp_suspension.zip
File Size: 7.37 MiB
Click here to download Suspension
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Quote from xdiesp on June 22, 2011, 11:04 amThis looks like Suspended 3.0
Anyway, improved on all fronts: especially the turrets part is more accessible, playable with. Nice Clean style, lenght and difficulty is the range of a modest 2-parter: some will still dislike the super damage turrets though. But what was daliesque about it?
The stealth approach is also much more possible, with lodges to hide behind and easy access to the 2nd room button and cube through lightbridges.
A no-kill run would be possible if the fizzler in the antechamber to the 2nd room deactivated when the door is shut.
This looks like Suspended 3.0
Anyway, improved on all fronts: especially the turrets part is more accessible, playable with. Nice Clean style, lenght and difficulty is the range of a modest 2-parter: some will still dislike the super damage turrets though. But what was daliesque about it?
The stealth approach is also much more possible, with lodges to hide behind and easy access to the 2nd room button and cube through lightbridges.
A no-kill run would be possible if the fizzler in the antechamber to the 2nd room deactivated when the door is shut.
Quote from satchmo on June 22, 2011, 11:37 amQuote:But what was daliesque about it?The suspended cubes that the turrets rest on are Daliesque (and hence the name of the map).
Thanks for giving me feedback along the way to help me improve the level design.
The suspended cubes that the turrets rest on are Daliesque (and hence the name of the map). ![]()
Thanks for giving me feedback along the way to help me improve the level design.
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Quote from quatrus on June 22, 2011, 12:36 pmThe big room seemed a very hard puzzle; the solution was apparent, however the execution with a turret (sorry no spoiler) could be difficult and you only had a couple tries before getting stuck and restarting. An excellent map...Thanks for creating.
The big room seemed a very hard puzzle; the solution was apparent, however the execution with a turret (sorry no spoiler) could be difficult and you only had a couple tries before getting stuck and restarting. An excellent map...Thanks for creating.
Quote from satchmo on June 22, 2011, 2:07 pmquatrus wrote:The big room seemed a very hard puzzle; the solution was apparent, however the execution with a turret (sorry no spoiler) could be difficult and you only had a couple tries before getting stuck and restarting. An excellent map...Thanks for creating.If you are having difficulty executing the plan, you are probably doing it the hard way.
Check out the video below to ascertain the easy way solving the puzzle. Of course, the video contains spoilers for the puzzle.
h2pPRu6fQDE
If you are having difficulty executing the plan, you are probably doing it the hard way.
Check out the video below to ascertain the easy way solving the puzzle. Of course, the video contains spoilers for the puzzle.
h2pPRu6fQDE
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[SP] Interception
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Quote from Nahor on June 22, 2011, 2:29 pmWhy are the elevator rooms destroyed when everything else is clean?
A portal can be placed on the laser field itself instead of the white wall behind it. The player still dies going through it but he won't see the lasers through the portals.
The laser receptacles don't turn orange when they are hit by a laser.
Is it on purpose that you use "dirty" 2x1 white panels? The repeating Post-It/Wite-Out pattern doesn't look right.
Another nitpick, the raising platform in the first room would be better without the arches. They block the way and having to jump over guide rails isn't natural (whatever "natural" means in the Portal world :p)
The middle room feels out of place. If you were using a broken environment, one could think that it's a broken puzzle. But as-is, it serves no purpose that I can see.
And, nitpick, it's a quarter of a unit to high (fizzler field fit compared to the posts, wall texture clipping)
Why are the elevator rooms destroyed when everything else is clean?
A portal can be placed on the laser field itself instead of the white wall behind it. The player still dies going through it but he won't see the lasers through the portals.
The laser receptacles don't turn orange when they are hit by a laser.
Is it on purpose that you use "dirty" 2x1 white panels? The repeating Post-It/Wite-Out pattern doesn't look right.
Another nitpick, the raising platform in the first room would be better without the arches. They block the way and having to jump over guide rails isn't natural (whatever "natural" means in the Portal world :p)
The middle room feels out of place. If you were using a broken environment, one could think that it's a broken puzzle. But as-is, it serves no purpose that I can see.
And, nitpick, it's a quarter of a unit to high (fizzler field fit compared to the posts, wall texture clipping)
Quote from satchmo on June 22, 2011, 2:48 pmThanks for finding all those issues. I will fix them in the next release.
Thanks for finding all those issues. I will fix them in the next release.
Vengeance
Olympic
[SP] Interception
Interception PeTI
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Quote from xdiesp on June 22, 2011, 4:00 pmAddendum: the door to the 2nd room in its antechamber needs a fizzler: while not something many would do, it is still possible to get stuck if you portal back there afterwards. I noticed while trying to bring the cube into the 2nd room.
Addendum: the door to the 2nd room in its antechamber needs a fizzler: while not something many would do, it is still possible to get stuck if you portal back there afterwards. I noticed while trying to bring the cube into the 2nd room.
Quote from satchmo on June 22, 2011, 4:35 pmxdiesp wrote:Addendum: the door to the 2nd room in its antechamber needs a fizzler: while not something many would do, it is still possible to get stuck if you portal back there afterwards. I noticed while trying to bring the cube into the 2nd room.You mean bringing the reflecto cube into the antechamber? How is that possible to obtain the reflecto cube without using both portals in the last room? You must be really smart to figure out how to do that.
You mean bringing the reflecto cube into the antechamber? How is that possible to obtain the reflecto cube without using both portals in the last room? You must be really smart to figure out how to do that.
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Quote from xdiesp on June 22, 2011, 8:12 pmsatchmo wrote:You mean bringing the reflecto cube into the antechamber?The stuck scenario was: shoot a blue portal in the antechamber; enter the 2nd room, door closes; shoot an orange portal and go back to the antechamber; shoot an orange portal in theere, door won't open.
About the cube, I meant the one in the first one. It's not possible yet: at most you can have portals in room 1, and in the antechamber (but behind the fizzler). I tried because I wanted to not kill turrets.
The stuck scenario was: shoot a blue portal in the antechamber; enter the 2nd room, door closes; shoot an orange portal and go back to the antechamber; shoot an orange portal in theere, door won't open.
About the cube, I meant the one in the first one. It's not possible yet: at most you can have portals in room 1, and in the antechamber (but behind the fizzler). I tried because I wanted to not kill turrets.
