[SP] Telekinesis 2
Quote from sicklebrick on June 5, 2013, 7:51 pmUse your mind to launch cubes and grab them from afar. It's a bigger, harder map this time around, with more to see and more to do. Don't forget the gnomes!
Use your mind to launch cubes and grab them from afar. It's a bigger, harder map this time around, with more to see and more to do. Don't forget the gnomes!
Quote from sicklebrick on June 5, 2013, 7:53 pmDouble posting for the sake of clarity and the description....
___Well, it's been a wee while coming, but hopefully it's worth the wait!
This should address some of the problems with the last map such as the overall length and lack of exploration of the core mechanic.
As you'd immagine there are several solutions to each part, but hopefully there's a nice balance.Challenge:
Find and Destroy 5 Gnomes (not including the example one).
Watch out, they bite. No reward, just satisfaction.I'd love to see your solution for the main puzzle and gnomes, so if you could spare the time for a vid, that'd be cool. Also unintended solutions. I'm all over that
Anyway, enjoy!
Edit for V6:
-Added cube droppers. I don't like them, but others seem to.
-Reworked some of the white beams
-Removed Rector's Solution for now.
(I'd have left it, but I want to see if anyone's discovered the other way)
-Made the gnomes less bloodthirsty
-Other minor bits n bobs.
Double posting for the sake of clarity and the description....
___
Well, it's been a wee while coming, but hopefully it's worth the wait!
This should address some of the problems with the last map such as the overall length and lack of exploration of the core mechanic.
As you'd immagine there are several solutions to each part, but hopefully there's a nice balance.
Challenge:
Find and Destroy 5 Gnomes (not including the example one).
Watch out, they bite. No reward, just satisfaction.
I'd love to see your solution for the main puzzle and gnomes, so if you could spare the time for a vid, that'd be cool. Also unintended solutions. I'm all over that
Anyway, enjoy!
Edit for V6:
-Added cube droppers. I don't like them, but others seem to.
-Reworked some of the white beams
-Removed Rector's Solution for now.
(I'd have left it, but I want to see if anyone's discovered the other way)
-Made the gnomes less bloodthirsty
-Other minor bits n bobs.
Quote from LoneWolf2056 on June 5, 2013, 8:44 pmIf anything I thought this map was a lot easier than the first one, but they are great puzzles, really enjoyed
Love all the interesting uses. It is a little odd the puzzles get easier as you go along, though I suppose that's also because you get more used to using the device.
No real complaints, again you have your unique style that is clean and easy to decipher the important visual elements without looking bland and repetitive like normal clean chambers do.
You may want to add cube droppers though, its a bit odd seeing the cubes literally spawn in. Apart from a few really minor texture errors and some of the fizzler models are very slightly off grid (nobody else would notice)
Awesome, intelligent, puzzles that aren't taxing but are still satisfying to solve and don't require insane ninja moves
If anything I thought this map was a lot easier than the first one, but they are great puzzles, really enjoyed Love all the interesting uses. It is a little odd the puzzles get easier as you go along, though I suppose that's also because you get more used to using the device.
No real complaints, again you have your unique style that is clean and easy to decipher the important visual elements without looking bland and repetitive like normal clean chambers do.
You may want to add cube droppers though, its a bit odd seeing the cubes literally spawn in. Apart from a few really minor texture errors and some of the fizzler models are very slightly off grid (nobody else would notice )
Awesome, intelligent, puzzles that aren't taxing but are still satisfying to solve and don't require insane ninja moves
Quote from sicklebrick on June 5, 2013, 8:50 pmCheers LW - and especially for all the bug reports and stuff
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*cough* Autosaves will be ready in a few minutes...Edit:
Just uploaded v5 with some autosaves, fixed textures, etc.
Thanks again LoneWolf, and as I forgot earler, cheers LP for the deathfieldfizzlers!
Cheers LW - and especially for all the bug reports and stuff
*cough* Autosaves will be ready in a few minutes...
Edit:
Just uploaded v5 with some autosaves, fixed textures, etc.
Thanks again LoneWolf, and as I forgot earler, cheers LP for the deathfieldfizzlers!
Quote from RogerL on June 5, 2013, 9:32 pmAnother entertaining/baffling puzzle. I haven't looked for gnomes yet, but I did have a cube disappear. I was playing around with shooting and retrieving the cube and it suddenly disappeared and I was looking right at it when it happened. I'll play around with it some more tomorrow to see if I can replicate it. Other than that, everything worked great. One question: [spoiler]are you meant to retrieve the cube while leaning through a portal?[/spoiler] That seemed like cheating, but I never know with your puzzles.
Another entertaining/baffling puzzle. I haven't looked for gnomes yet, but I did have a cube disappear. I was playing around with shooting and retrieving the cube and it suddenly disappeared and I was looking right at it when it happened. I'll play around with it some more tomorrow to see if I can replicate it. Other than that, everything worked great. One question:
Quote from sicklebrick on June 5, 2013, 11:16 pmWeird, that's the second report of cubes vanishing. Maybe they don't like you. They are sentient you know. Anyhoo, yeah, that thing you mentioned is one of the intended solutions
Weird, that's the second report of cubes vanishing. Maybe they don't like you. They are sentient you know. Anyhoo, yeah, that thing you mentioned is one of the intended solutions

Quote from RectorRocks on June 6, 2013, 8:01 amYet another excellent map from the Telekinesis series
Really well made map with excellent and creative puzzles.
Here's my blindrun: (20 minutes, sorry if its painful!)
IsCHmGGT9DUTell me if there are any unintended solutions!
Feedback:
Feedback
[spoiler]-Cube droppers need...well, cube droppers. Its kinda weird that the cube just spawns from nowhere.
-The chamber is too eerie. Maybe add a little music or two?
-The O button doesn't have its signage but I guess its alright because you can actually see the fizzlers disable and enable.
-Some dark spots can be seen on the panel stairs.
-Gnomes are pretty awesome, but they're quite annoying at the same time because of how they explode once you let go of it.
--In the video, I noticed about 3 gnomes 'slots' but got too lazy to break or rather move those walls away to reveal the gnome.
--I noclipped after completing the map to find all 5 gnomes.
* 1) At the main area, facing the entrance, on the right side of the fizzler above.
* 2) At the main area, on the left, beside the fizzlers that lead to the 'Gnome Introduction Room'
* 3) At the 'Gnome Introduction Room', facing the laser field, above.
* 4) At the flinging room, facing the exit door, above.
* 5) At the area near the O button, needs portal-bumping in order to access the gnome.[/spoiler]5/5. Excellent.
Thanks for mapping!
Cheers!
Yet another excellent map from the Telekinesis series Really well made map with excellent and creative puzzles.
Here's my blindrun: (20 minutes, sorry if its painful!)
IsCHmGGT9DU
Tell me if there are any unintended solutions!
Feedback:
Feedback
-The chamber is too eerie. Maybe add a little music or two?
-The O button doesn't have its signage but I guess its alright because you can actually see the fizzlers disable and enable.
-Some dark spots can be seen on the panel stairs.
-Gnomes are pretty awesome, but they're quite annoying at the same time because of how they explode once you let go of it.
--In the video, I noticed about 3 gnomes 'slots' but got too lazy to break or rather move those walls away to reveal the gnome.
--I noclipped after completing the map to find all 5 gnomes.
* 1) At the main area, facing the entrance, on the right side of the fizzler above.
* 2) At the main area, on the left, beside the fizzlers that lead to the 'Gnome Introduction Room'
* 3) At the 'Gnome Introduction Room', facing the laser field, above.
* 4) At the flinging room, facing the exit door, above.
* 5) At the area near the O button, needs portal-bumping in order to access the gnome.
5/5. Excellent.
Thanks for mapping!
Cheers!
Quote from sicklebrick on June 6, 2013, 12:52 pmOh god, too funny Rector... I was at work, watching you jump on the moon button like an angry child, and just laughing my ass off
I didn't think you could grab the cube through the glass like that at the end, but hey.. you pulled it off. You're supposed to [spoiler]pause the cube over the button in the center of the room[/spoiler], but that doesn't really matter- the rest is more or less intended!
Thanks also for the notes - I'll fix some stuff in v6
Oh god, too funny Rector... I was at work, watching you jump on the moon button like an angry child, and just laughing my ass off
I didn't think you could grab the cube through the glass like that at the end, but hey.. you pulled it off. You're supposed to
Thanks also for the notes - I'll fix some stuff in v6
Quote from RogerL on June 6, 2013, 2:24 pmWell, I got all of the gnomes, but I'm not sure if I always did it the way you intended. I found out that you can [spoiler]stand on the cube and do a series of jump, grab, pause to get you high enough[/spoiler] to access the gnomes. But it looked like in the star room you intended [spoiler]a series of looped flings through floor portals[/spoiler] while manipulating the cube to turn the fizzlers on and off. But that is just beyond my skill level. And I couldn't replicate the disappearing cube trick, so I'm not sure what might have caused it.
Well, I got all of the gnomes, but I'm not sure if I always did it the way you intended. I found out that you can
Quote from sicklebrick on June 6, 2013, 2:44 pmHeh, yeah, there's no real intended solution to the gnomes - I just made sure it was at least possible solution, but some of the techniques you can do:
-Jump off cube, pause and grab it (as mentioned).
-The looped flings you mentioned. (tricky)
-Pausing it at the top of floorportal flings, then jumping off it to gain more height each time.
-Placing it in front of the faith plate to alter the trajectory and slide onto it.
-Grabbing it rolledpitched 45 degrees then using it as a ramp.I think the disappearing cube might have something to do with people skipping the intro.
If you're dead set on skipping that, then feel free to type ent_fire button_skip press which should press a hidden test button =)
Heh, yeah, there's no real intended solution to the gnomes - I just made sure it was at least possible solution, but some of the techniques you can do:
-Jump off cube, pause and grab it (as mentioned).
-The looped flings you mentioned. (tricky)
-Pausing it at the top of floorportal flings, then jumping off it to gain more height each time.
-Placing it in front of the faith plate to alter the trajectory and slide onto it.
-Grabbing it rolledpitched 45 degrees then using it as a ramp.
I think the disappearing cube might have something to do with people skipping the intro.
If you're dead set on skipping that, then feel free to type ent_fire button_skip press which should press a hidden test button =)