[SP] Tungsten
Quote from warnightify on April 25, 2013, 4:28 pmA map with different approach to cubes. Shuffle them and find your way out in this Wheatley-themed chamber containing two parts.
I would appreciate a video of this map, it is always good too see different solutions. Thanks in advance.
A map with different approach to cubes. Shuffle them and find your way out in this Wheatley-themed chamber containing two parts.
I would appreciate a video of this map, it is always good too see different solutions. Thanks in advance.
Quote from quatrus on April 25, 2013, 7:33 pmNice visuals, clean puzzles involving a little different take on cube shuffling...
Thanks for creating....fun.
Nice visuals, clean puzzles involving a little different take on cube shuffling...
Thanks for creating....fun.

Quote from josepezdj on April 28, 2013, 3:26 pmVery funny map. I liked the neatness of the whole thing, specially the 3D skybox (very detailed), that you made a transition corridor between both chambers (and it was also very detailed) and the puzzles that were not obvious at a first sight. My only real complaint is the way you made those frames for the grates >.< You need to cut up the brushes at 45 degrees at their edges making the corners don't have straight lines; then fit the textures on them... I'm referring to this:
[spoiler]
[/spoiler]
You should have cut them like this:[spoiler]
[/spoiler]
And also, I prefer to use the floor and ceiling textures for the ceiling and floors, instead of using the wall tiles all over...But still... it is a 5/5 for me.
Thanks for creating!warnightify wrote:I would appreciate a video of this map, it is always good too see different solutions. Thanks in advance.There you go:
Very funny map. I liked the neatness of the whole thing, specially the 3D skybox (very detailed), that you made a transition corridor between both chambers (and it was also very detailed) and the puzzles that were not obvious at a first sight. My only real complaint is the way you made those frames for the grates >.< You need to cut up the brushes at 45 degrees at their edges making the corners don't have straight lines; then fit the textures on them... I'm referring to this:

You should have cut them like this:

And also, I prefer to use the floor and ceiling textures for the ceiling and floors, instead of using the wall tiles all over...
But still... it is a 5/5 for me.
Thanks for creating!
There you go:
Quote from warnightify on April 29, 2013, 11:42 amThank you josepezdj, for giving detailed feedback. Now , those grates was part of the prefabs I used. I think unalignment issue is something with the texture lock. I usually do that corner trick too but I used prefabs instead. Now that you mentioned it , I've seen people used metal wall textures on ceilings , so I preferred those textures for ceilings. But I will use floor textures from now on.
Thank you josepezdj, for giving detailed feedback. Now , those grates was part of the prefabs I used. I think unalignment issue is something with the texture lock. I usually do that corner trick too but I used prefabs instead. Now that you mentioned it , I've seen people used metal wall textures on ceilings , so I preferred those textures for ceilings. But I will use floor textures from now on.
Quote from sicklebrick on May 1, 2013, 4:02 amThanks,that's a beutiful little puzzle - really satisfying!
It's also pretty tight considering how many cubes there to shuffle around; I'm always looking for alternate solutions, so that was a nice surprise. The seocond half seemed a little easy by comparison, but the whole thing is really nicely made and themed. I don't mind wall textures on the floor and so forth either, so good job all round. Cheers
Thanks,that's a beutiful little puzzle - really satisfying!
It's also pretty tight considering how many cubes there to shuffle around; I'm always looking for alternate solutions, so that was a nice surprise. The seocond half seemed a little easy by comparison, but the whole thing is really nicely made and themed. I don't mind wall textures on the floor and so forth either, so good job all round. Cheers
Quote from sicklebrick on May 1, 2013, 2:35 pmNeeded an excuse to replay.. here's an sneaky alternate ending to the first bit
Needed an excuse to replay.. here's an sneaky alternate ending to the first bit

Quote from josepezdj on May 2, 2013, 4:17 amOh, I forgot to mention that you forgot adding a logic_autosave, warnightify... It?s annoying to die in the second chamber and check that you are respawn in the elevator again!
Oh, I forgot to mention that you forgot adding a logic_autosave, warnightify... It?s annoying to die in the second chamber and check that you are respawn in the elevator again!
Quote from warnightify on May 2, 2013, 1:13 pmThanks for reminding , josepezdj . Updated the map with aligned new grates and autosaves.
Sicklebrick , your solution is very clever. Thanks for the video.
Thanks for reminding , josepezdj . Updated the map with aligned new grates and autosaves.
Sicklebrick , your solution is very clever. Thanks for the video.

Quote from RectorRocks on May 3, 2013, 8:27 amGood map, although the second chamber was a little too short and easy.
Here's my blindrun:
9fLV-nOgMO4Tell me if there are any unintended solutions!
5/5. Excellent.
Thanks for mapping!
Cheers!
Good map, although the second chamber was a little too short and easy.
Here's my blindrun:
9fLV-nOgMO4
Tell me if there are any unintended solutions!
5/5. Excellent.
Thanks for mapping!
Cheers!
Quote from BlackWolfe on May 4, 2013, 8:47 amI'd upload a video, but the only method I have for capturing gameplay is using demos, and I don't want to tie up my computer for the amount of time it would take to write the AVI.
It took me a lot of backtracking to solve the first set of puzzles, too, so you'd be subjected to a very long, bog-standard playthrough.
Feedback:
I don't often think of [spoiler]fizzling cubes[/spoiler] as being part of the solution to a puzzle, so nice work there! If I had one beef, it was [spoiler]accidentally fizzling the wrong cube[/spoiler], which led to basically having to start from square one. You might consider [spoiler]making those two first cubes different types to help players keep them sorted[/spoiler], but that's entirely up to you, as it only cost me a little bit of time (oh, no, more time playing Portal whatever shall I do).
Visually, the level was great. I spent almost a third of my playtime just looking around.
All in all, great job.
sicklebrick wrote:Needed an excuse to replay.. here's an sneaky alternate ending to the first bit![]()
Another twitchy sicklebrick playthrough.
It occurs to me that using that light bridge technique, you could have [spoiler]bypassed taking that third cube through the portal and backtracked over the stairs you came in[/spoiler]. I'm pretty sure the bridge was high enough.
Also, watching your plays always makes me twitchy -- do you always jump everywhere?
Edit: Merged doublepost.
I'd upload a video, but the only method I have for capturing gameplay is using demos, and I don't want to tie up my computer for the amount of time it would take to write the AVI.
It took me a lot of backtracking to solve the first set of puzzles, too, so you'd be subjected to a very long, bog-standard playthrough.
Feedback:
I don't often think of
Visually, the level was great. I spent almost a third of my playtime just looking around.
All in all, great job.

Another twitchy sicklebrick playthrough.
It occurs to me that using that light bridge technique, you could have
Also, watching your plays always makes me twitchy -- do you always jump everywhere?
Edit: Merged doublepost.