[SP] Triplex
Quote from grayarea on March 7, 2012, 9:53 pm@Xtreger: once again I'm astounded by your skills. I've been trying to replicate that and I haven't managed it yet. The cubes seem to always recoil off each other slightly too much. Anyway, I've indicated that you guys are looking for a single cube drop. I'm not sure I can claim that it's cooler or more fun than yours, but it's simpler and much more reliable. I wasn't sure if you were still having the crash problem. I'm looking into it again now.
@HeadShot: likewise very tricky but unfortunately I have to say that it bears little resemblance to the intention. I know you must be tearing your hair out and I'm sorry about that.
I'm not too sure how I can block either of your solutions however. I can say that, as with Encode, when you think of the correct solution you'll recognise it instantly. It's the sort of thing that could pop into your head when you're away from the game having a rest.
@Xtreger: once again I'm astounded by your skills. I've been trying to replicate that and I haven't managed it yet. The cubes seem to always recoil off each other slightly too much. Anyway, I've indicated that you guys are looking for a single cube drop. I'm not sure I can claim that it's cooler or more fun than yours, but it's simpler and much more reliable. I wasn't sure if you were still having the crash problem. I'm looking into it again now.
@HeadShot: likewise very tricky but unfortunately I have to say that it bears little resemblance to the intention. I know you must be tearing your hair out and I'm sorry about that.
I'm not too sure how I can block either of your solutions however. I can say that, as with Encode, when you think of the correct solution you'll recognise it instantly. It's the sort of thing that could pop into your head when you're away from the game having a rest.
Quote from KennKong on March 8, 2012, 5:30 pmI've completed some analysis of the timings, regardless of the mapper's intended solution. My double yoyo is impossible as shown. Numbering the timers clockwise from the door, the shortest timer is #6. In my setup, where a cube drops through the floor after activating 5, then you realign the portal toward 6, it will hit 6 about .25 sec after 5 has timed out.
FYI, the yoyo cycle is 1.5 sec. The 120 degree rotation is 1 sec per cycle. The 60 degree cycle is 2 sec. The timers are: 1 = 1.05, 3 = 0.68, 4 = 1.30, 5 = 0.89, 6 = 0.23.
I have also analyzed HeadShot's solution. It is proven that it works, and the timings confirm it. There are 0.25 and 0.40 sec windows to move the cube from 4 to 6, depending on when you start. The third window is just 1/30th of a second.
@grayarea, you said the solution might "pop into your head". The only thing that has popped so far is my head.
I've completed some analysis of the timings, regardless of the mapper's intended solution. My double yoyo is impossible as shown. Numbering the timers clockwise from the door, the shortest timer is #6. In my setup, where a cube drops through the floor after activating 5, then you realign the portal toward 6, it will hit 6 about .25 sec after 5 has timed out.
FYI, the yoyo cycle is 1.5 sec. The 120 degree rotation is 1 sec per cycle. The 60 degree cycle is 2 sec. The timers are: 1 = 1.05, 3 = 0.68, 4 = 1.30, 5 = 0.89, 6 = 0.23.
I have also analyzed HeadShot's solution. It is proven that it works, and the timings confirm it. There are 0.25 and 0.40 sec windows to move the cube from 4 to 6, depending on when you start. The third window is just 1/30th of a second.
@grayarea, you said the solution might "pop into your head". The only thing that has popped so far is my head.
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Quote from grayarea on March 8, 2012, 8:11 pmKennKong, your timings are quite accurate. Of course, it's not necessary to work that information out and I didn't expect anyone would need to do so, but a close inspection of that list of numbers is quite revealing in fact. Ask yourself why they are all different and what order you can place them in.
KennKong, your timings are quite accurate. Of course, it's not necessary to work that information out and I didn't expect anyone would need to do so, but a close inspection of that list of numbers is quite revealing in fact. Ask yourself why they are all different and what order you can place them in.
Quote from grayarea on March 8, 2012, 8:29 pmOne more comment. You guys haven't discovered the texture hint yet. It's not for helping with the portal directions. I'm sure some of you have already discovered an easy and accurate method for visually checking portal alignment without the help of textures or little white arrows?
One more comment. You guys haven't discovered the texture hint yet. It's not for helping with the portal directions. I'm sure some of you have already discovered an easy and accurate method for visually checking portal alignment without the help of textures or little white arrows?
Quote from KennKong on March 8, 2012, 10:27 pmNo, I haven't "discovered the texture hint yet".
No, I haven't "discovered an easy and accurate method for visually checking portal alignment without the help of textures or little white arrows?"EDIT: I wasn't paying attention. Of course, I know a way of checking portal alignment. [spoiler]Just crouch and look through the portals. If the alignment is right, you'll see one cube directly above another.[/spoiler] Fat lot of good that does, since I already know if I'm aligned when I set the portals in the first place.
But I have discovered a hypothetical timing that works, but it's too fast for me to pull off:
I know this ain't it
[spoiler]Using the target numbering scheme above:
- Place a cube in front of 1 pointing at 6. When the cube falls through the laser, it will activate both 1 and 6
- Setup portals on target for 120 d. clockwise rotation
- Align other cube over center of portals
- Turn and aim at 4
- Turn to 3 and drop
- Turn to portal outside and fire
According to my timings, if I could turn and drop in less than 1/3 sec, it would activate the fizzler[/spoiler]
No, I haven't "discovered the texture hint yet".
No, I haven't "discovered an easy and accurate method for visually checking portal alignment without the help of textures or little white arrows?"
EDIT: I wasn't paying attention. Of course, I know a way of checking portal alignment.
But I have discovered a hypothetical timing that works, but it's too fast for me to pull off:
I know this ain't it
- Place a cube in front of 1 pointing at 6. When the cube falls through the laser, it will activate both 1 and 6
- Setup portals on target for 120 d. clockwise rotation
- Align other cube over center of portals
- Turn and aim at 4
- Turn to 3 and drop
- Turn to portal outside and fire
According to my timings, if I could turn and drop in less than 1/3 sec, it would activate the fizzler
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Quote from KennKong on March 8, 2012, 11:11 pmYou mean this?
[spoiler]triplex_hint.jpg[/spoiler]
You mean this?
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Quote from KennKong on March 9, 2012, 12:47 amI made a mistake in my calculations on my most recent hypothetical method. You actually have up to 2/3 sec to turn and drop the cube. But . . . I forgot that it takes two passes through the portals for the cube to reach terminal velocity. The first pass takes 2/3 sec, and the second 1/2 sec. So it is impossible this way.
But this should work
[spoiler]
- Same portals for 120 deg. clockwise rotation. Really check your alignment, you might need it to hit 3,5,1 a few times
- Place other cube between portals and 5, pointed at 4
- Drop first cube to get rotation started
- Stand behind other cube facing 6
- When the laser hits the cube, it triggers 4 and 5
- You have 2/3 sec to just grab the cube and drop it. It will turn and face 6
- When the laser comes around to 5 again, it will activate 5 and 6 1/3 sec before 4 runs out
- Fire portal in Big Top
[/spoiler]
No, I haven't been able to pull this off yet, because I have the reflexes of a frozen snail. However, I am optimistic, because if you get the rotation to last at least a few cycles, you have time to get into position and the only timing maneuver is [spoiler]see the flash, grab the cube, drop the cube[/spoiler]. I'm not even certain you have to [spoiler]drop the cube[/spoiler] before the laser hits it, so long as it isn't blocking 5.
EDIT: I am pessimistic, again. I was getting consistent success before, but now the [spoiler]double activation[/spoiler] is only working about 1/3 of the time.
BTW, I have cheated for days getting these timings, recording demos at half speed. So I can't claim a clean solution even if I'm right, and can pull it off. I hereby throw in the towel. If you're ready to post the intended solution, don't wait on me.
I made a mistake in my calculations on my most recent hypothetical method. You actually have up to 2/3 sec to turn and drop the cube. But . . . I forgot that it takes two passes through the portals for the cube to reach terminal velocity. The first pass takes 2/3 sec, and the second 1/2 sec. So it is impossible this way.
But this should work
- Same portals for 120 deg. clockwise rotation. Really check your alignment, you might need it to hit 3,5,1 a few times
- Place other cube between portals and 5, pointed at 4
- Drop first cube to get rotation started
- Stand behind other cube facing 6
- When the laser hits the cube, it triggers 4 and 5
- You have 2/3 sec to just grab the cube and drop it. It will turn and face 6
- When the laser comes around to 5 again, it will activate 5 and 6 1/3 sec before 4 runs out
- Fire portal in Big Top
No, I haven't been able to pull this off yet, because I have the reflexes of a frozen snail. However, I am optimistic, because if you get the rotation to last at least a few cycles, you have time to get into position and the only timing maneuver is
EDIT: I am pessimistic, again. I was getting consistent success before, but now the
BTW, I have cheated for days getting these timings, recording demos at half speed. So I can't claim a clean solution even if I'm right, and can pull it off. I hereby throw in the towel. If you're ready to post the intended solution, don't wait on me.
[spoiler]My YouTube Channel: Please subscribe!
My Steam Workshop Check out my collections for some good maps
Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from grayarea on March 9, 2012, 3:02 am@KennKong: I think you know this, but for any newcomers I want to make it clear that the intended solution is different and simpler than what you describe, although it's obviously well hidden!
I'll give at least a day's notice before releasing the solution in case anyone is still working on it but I'm not quite ready to do that yet.
@KennKong: I think you know this, but for any newcomers I want to make it clear that the intended solution is different and simpler than what you describe, although it's obviously well hidden!
I'll give at least a day's notice before releasing the solution in case anyone is still working on it but I'm not quite ready to do that yet.
