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[SP] Triplex

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My solution for Hex:

Spoiler
1. Two cubes jumping in floor portals and hitting long timers
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2. Grabing one cube and redirecting it into short timer, then shooting portal in Big Top
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Cheers Jacu :) Quite clever, but I guess you know that it's not the intended solution. I've said that you're looking for a relatively simple single-cube infinifling (meaning one cube dropping between the ceiling and floor). Probably I'm not going to update this room to block the unintended solutions which are already out there. Anyway, I hope you've enjoyed playing the room.

My maps: [1] [2] [3] [4] [5] [6] [7] [8].

The Hex - for sure this time

Spoiler
I had this pentagram solution on Tuesday, but wasn't setting it up right. The portals are placed on an intersection of the floor textures, and it uses a 144 degree counterclockwise rotation.0dWneiDvpdU

UPDATE: This version shows the setup, and also why I shouldn't be playing grayarea's maps. I got the fizzler on the second try, but my damn slow reflexes show me failing to shoot the portal again and again. Anyway, here it is:
The Hex - complete blunderthrough

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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]

Finally!!! I'm really glad it was you who found it cause like I said, you deserve it.

Spoiler
The pentagonal pattern is kind of interesting because 5 is prime and there are 4 different sequences you can choose. Only one of them works and you nailed it. Congratulations.

Here is the diagram which I made for myself in Inkscape during the early design process. This is the "simple geometric concept" which I have been hinting at. concept
Spoiler
The only way this puzzle could be made to be difficult was by presenting the hexagonal (dark lines) solution in an obvious way so that it conceals the very simple pentagonal (light lines) solution behind it.
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Anyway, I guess it was too hard and just not worth the effort. I won't do this to you again!

My maps: [1] [2] [3] [4] [5] [6] [7] [8].
grayarea wrote:
Finally!!! I'm really glad it was you who found it cause like I said, you deserve it.

Thank you. Maybe in two weeks time, I'll have figured out the Big Top, too. I've found three ways to get two shots of funnel, but since v1.4, it looks like it's going to take three.

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[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]

Sooo what the fuck happened to everything being activated for "half a second"? I based all my ideas around that limitation.

And congrats KK. I'm leaving the rest of this to you. Saving my brain cells for jonatan's #10

I'm not quite ready with my final video for this room, but before I get blasted again for super-ninja fiddly setup and execution, let me tell you that it's less than one minute from entering the room to opening the fizzler...
it's interesting KennKong that your trackball seems to actually help you in that video. I always need to re-adjust the floor portal because the mouse always pans around on me while shooting up or down. Anyway, it's easy to step back, crouch, zoom and adjust until the view through the floor portal aligns with the cube in the distance.
EDIT: actually having seen the rest of the video, you would have done better by also adjusting the floor portal before dropping. :D
EDIT2: it works better if you place the other cube on the glass ledge near the laser.
@HeadShot: I said "I've made sure that the fizzler will stay open for at least half a second"... what is confusing you about that? When the fizzler opens, it doesn't close again for at least half a second. I went on to explain that this is meant to make your life easier, it's not a limitation. I wasn't aware that you had misunderstood that, or I would have made myself clearer.

My maps: [1] [2] [3] [4] [5] [6] [7] [8].

What's confusing about that is that there is no visual indication of the half second window. No one could interpret that by looking at the room. You need another timer to show that. It's not the players job to read your forum posts or discover what puzzle elements affect. That's why shit like indicator lights and timers were included in the game.

I like hard puzzles and you're a good mapper, but in your quest to make hard maps you go a little too far outside convention. Cube spinning and texture hints are not something people should have to look for. The first part of Encode was great, make more like that. A novel concept that isn't difficult to execute and creatively combines game basics in a way anyone could understand

Right, so making the map easier with extra fizzler time and texture hints has pissed you off?
I was expecting sour grapes but I'm disappointed you couldn't be a little more creative in finding something to blame for your not solving it.
Anyway, as I've said, I have no intention of making any more maps because I don't want to make easier ones and I don't want to listen to your whining either.

My maps: [1] [2] [3] [4] [5] [6] [7] [8].

I solved your stupid puzzle 3 different ways. Go ahead and keep mapping for your shrinking fan base, everyone else gave up on you at Dancefloor. And dont stress, you won't have to read any more of my posts because I won't be wasting any more time on your ridiculous fucking maps.

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