[SP] The Curious Conundrum
Quote from AlbinoJawa on June 6, 2011, 11:59 pmWhat a curious conundrum you find yourself in, Hmm?
File Name: The_Curious_Conundrum.zip
File Size: 6.17 MiB
Click here to download The Curious Conundrum
What a curious conundrum you find yourself in, Hmm?
File Name: The_Curious_Conundrum.zip
File Size: 6.17 MiB
Click here to download The Curious Conundrum
Quote from Nahor on June 7, 2011, 1:41 pmConfusing. It's unclear where to go, it's unclear what to do. Like in the first room, [spoiler]is it expected to put the cube halfway on the button in the first room so that it presses it without blocking the laser?[/spoiler] And there are too many unnecessary things in there to my liking. Are we supposed to need the white gel? Or the light bridge? It's easy to miss things (like the breaker switches).
It's also easy to get stuck:
- in the first room, move the cube in the room with the other laser, go back to the first room and put the two portals in there: can't get the cube back so can't exit.
- same issue with the rounded cube area if one (or both) "cubes" is locked in the first room.It's easy to be bump against the round door leading to the "rattman room" if one is not exactly centered in the path. You should have a flat walkway there instead of the stairs.
The breaker switch in front of the not fully opening door turns the wrong way (through the back of the box)
There are lot of missing textures too, especially on the outside of the various rooms.
Confusing. It's unclear where to go, it's unclear what to do. Like in the first room,
It's also easy to get stuck:
- in the first room, move the cube in the room with the other laser, go back to the first room and put the two portals in there: can't get the cube back so can't exit.
- same issue with the rounded cube area if one (or both) "cubes" is locked in the first room.
It's easy to be bump against the round door leading to the "rattman room" if one is not exactly centered in the path. You should have a flat walkway there instead of the stairs.
The breaker switch in front of the not fully opening door turns the wrong way (through the back of the box)
There are lot of missing textures too, especially on the outside of the various rooms.
Quote from tyler918273 on June 7, 2011, 11:38 pmQuite a difficult chamber and the only reason i was able to beat it is because i found what i believe to be an unintended line of sight. i missed out on a lot of the map ( i think) because i was able to shoot from the room with the laser going over the button through the hole in the ceiling to the room with the pictures of chell and cake on the walls (rat man room?). Its a tight shot but it is possible so unless i misunderstood and that is what you are supposed to do you may want to fix it. Otherwise the map looks great but was really confusing and it seems like there are many extraneous rooms/areas/elements that only add to the confusion.
Quite a difficult chamber and the only reason i was able to beat it is because i found what i believe to be an unintended line of sight. i missed out on a lot of the map ( i think) because i was able to shoot from the room with the laser going over the button through the hole in the ceiling to the room with the pictures of chell and cake on the walls (rat man room?). Its a tight shot but it is possible so unless i misunderstood and that is what you are supposed to do you may want to fix it. Otherwise the map looks great but was really confusing and it seems like there are many extraneous rooms/areas/elements that only add to the confusion.
Quote from xdiesp on June 9, 2011, 4:30 pmStory mode featuring in and out of multiple chambers and behind the scenes, not unlike the campaign's "escape". What's relevant is the non-linear nature of the whole: multiple ways, metroidvania gameplay - that alone makes it a little special.
Looks are slightly above average and adaptable: every different style looks plausible (despite glitches on the outside), just don't anything majestic. Needs a fixup for the several stuck scenarios.
Story mode featuring in and out of multiple chambers and behind the scenes, not unlike the campaign's "escape". What's relevant is the non-linear nature of the whole: multiple ways, metroidvania gameplay - that alone makes it a little special.
Looks are slightly above average and adaptable: every different style looks plausible (despite glitches on the outside), just don't anything majestic. Needs a fixup for the several stuck scenarios.
Quote from Enigmaphase on June 11, 2011, 2:50 amWow I must really be missing something. I hit every lever, pushed every button, and explored every edge of this map, and I can't find where the hell the exit is! I even flew around on noclip for a good 10 minutes to no avail...
However, I had a lot of fun exploring the outside area, working on my parkour skills across the rooftops.
EDIT: Oh, there was a LEVER next to that door... *facepalm*
So I replayed the map again after I knew where I was supposed to go, and beat it in under two minutes. This demonstrates the style of this map--there are a lot of areas to explore, but you don't have to do much at all to solve the puzzles. I didn't use the any cubes, balls, gels, funnels, light bridges, etc, except for the one cube in the last chamber. You may want to incorporate some of these elements into the puzzles themselves, or perhaps you like the style as is; it's really author's choice.
Wow I must really be missing something. I hit every lever, pushed every button, and explored every edge of this map, and I can't find where the hell the exit is! I even flew around on noclip for a good 10 minutes to no avail...
However, I had a lot of fun exploring the outside area, working on my parkour skills across the rooftops.
EDIT: Oh, there was a LEVER next to that door... *facepalm*
So I replayed the map again after I knew where I was supposed to go, and beat it in under two minutes. This demonstrates the style of this map--there are a lot of areas to explore, but you don't have to do much at all to solve the puzzles. I didn't use the any cubes, balls, gels, funnels, light bridges, etc, except for the one cube in the last chamber. You may want to incorporate some of these elements into the puzzles themselves, or perhaps you like the style as is; it's really author's choice.
Quote from Djinndrache on July 10, 2011, 5:51 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:Nzn-10VZO3U
(Link: http://www.youtube.com/watch?v=Nzn-10VZO3U)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:
Nzn-10VZO3U
(Link: http://www.youtube.com/watch?v=Nzn-10VZO3U)
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
Quote from KennKong on January 1, 2012, 10:07 pmAfter I finished this map, I sort of got the idea. You're not trying to solve a puzzle, you're trying to escape. So the usual puzzle elements are of little or no use, but the oddly placed items behind the scenes are. There are multiple paths; through the test chambers, through broken pieces, and behind the scenes. Then the whole theme is ruined by having to solve a puzzle to get to an elevator. All that effort to "escape" was for nothing.
A grand theme, well detailed looks, a complex layout and multiple elements, which all come together in a big disappointment at the end. 4/5 for the quality of the map, but it won't be on any of my playlists that most maps scoring that high are.Note: this map will look better if you buildcubemaps before you play it.
After I finished this map, I sort of got the idea. You're not trying to solve a puzzle, you're trying to escape. So the usual puzzle elements are of little or no use, but the oddly placed items behind the scenes are. There are multiple paths; through the test chambers, through broken pieces, and behind the scenes. Then the whole theme is ruined by having to solve a puzzle to get to an elevator. All that effort to "escape" was for nothing.
A grand theme, well detailed looks, a complex layout and multiple elements, which all come together in a big disappointment at the end. 4/5 for the quality of the map, but it won't be on any of my playlists that most maps scoring that high are.
Note: this map will look better if you buildcubemaps before you play it.
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