[SP] The Cold Shoulder
Quote from benvent on September 14, 2011, 10:15 amNice idea. Cant wait to see what can be done with it in more complex puzzles.
One thing i noticed is that you can bring the edgeless safety cube from the first room to the third room and use it to jump on and get to the switch for the exit
Nice idea. Cant wait to see what can be done with it in more complex puzzles.
One thing i noticed is that you can bring the edgeless safety cube from the first room to the third room and use it to jump on and get to the switch for the exit
Quote from xdiesp on September 14, 2011, 10:42 amVery interesting concept map, well done. Very Zelda-like, the only thing I can point to is that the cold fan should have a blue center (and custom signs sooner or later, maybe from the HL1 hev hud) and the cubes possibly a sound.
Note that the last room can be beaten by just flinging (very normally) to the last button, activating it and then leaving. I hope these new additions are made public as to not fall into oblivion like previous burners, antimatter, time machines and quantum entanglements we had.
Very interesting concept map, well done. Very Zelda-like, the only thing I can point to is that the cold fan should have a blue center (and custom signs sooner or later, maybe from the HL1 hev hud) and the cubes possibly a sound.
Note that the last room can be beaten by just flinging (very normally) to the last button, activating it and then leaving. I hope these new additions are made public as to not fall into oblivion like previous burners, antimatter, time machines and quantum entanglements we had.
Quote from Marise on September 14, 2011, 10:59 amThanks for all the feedback, folks. Sounds like I need to make a few fixes to prevent some unintended work-arounds. Not sure how I missed that you could get onto that platform in the last room so easily. I guess I'll also be adding fizzlers at the entrance to each room.
And I'll be thinking about more complex puzzles using this element, now that I've got it working!
Thanks for all the feedback, folks. Sounds like I need to make a few fixes to prevent some unintended work-arounds. Not sure how I missed that you could get onto that platform in the last room so easily. I guess I'll also be adding fizzlers at the entrance to each room.
And I'll be thinking about more complex puzzles using this element, now that I've got it working!
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from RickTol on September 14, 2011, 11:31 amin the last chamber you can just stand on the button and then jump to the door opening button area...
keep going mapping!
in the last chamber you can just stand on the button and then jump to the door opening button area...
keep going mapping!
Quote from quatrus on September 14, 2011, 12:16 pmNice use of hot and cold elements, good potential. Hope to see them used unlike so many other fun new elements that are introduced and then no one picks them up.
Thanks for creating.
Nice use of hot and cold elements, good potential. Hope to see them used unlike so many other fun new elements that are introduced and then no one picks them up.
Thanks for creating.
Quote from Marise on September 14, 2011, 1:15 pmRickTol wrote:in the last chamber you can just stand on the button and then jump to the door opening button area...
keep going mapping!Can you clarify which button you stood on? Thanks.
Edit: Nevermind, figured it out.
keep going mapping!
Can you clarify which button you stood on? Thanks.
Edit: Nevermind, figured it out.
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from Brainstatic on September 14, 2011, 4:00 pmThis was very well done. I was actually working on a similar idea for a map pack I plan to make. Something I noticed which, unfortunately, probably can't be very easily fixed is that if you jump in the water and look up, everything seems to disappear. That may just be my computer though considering it technically doesn't meet Portal 2's minimum system requirements.
Also, the lighting probably needs a little work.
This was very well done. I was actually working on a similar idea for a map pack I plan to make. Something I noticed which, unfortunately, probably can't be very easily fixed is that if you jump in the water and look up, everything seems to disappear. That may just be my computer though considering it technically doesn't meet Portal 2's minimum system requirements.
Also, the lighting probably needs a little work.
Quote from Marise on September 14, 2011, 10:52 pmVersion 1.2 is uploading, in which I (think I) fixed all the problems that could be fixed. Exploits should be gone. Please let me know if you find anything else dodgy.
Custom signs would be cool, but will have to be a future project.
Version 1.2 is uploading, in which I (think I) fixed all the problems that could be fixed. Exploits should be gone. Please let me know if you find anything else dodgy.
Custom signs would be cool, but will have to be a future project.
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from Djinndrache on September 14, 2011, 11:30 pmI'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:1rIBJwqP0VE
(Link: http://www.youtube.com/watch?v=1rIBJwqP0VE)Also note the video description for more feedback and my signature for additional project information.
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:
1rIBJwqP0VE
(Link: http://www.youtube.com/watch?v=1rIBJwqP0VE)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
