[SP] Unusual facility
Quote from Berni on April 7, 2013, 12:59 pmThis is a map, which construct has been planned in PeTI and next edited and brought to life in Hammer World Editor.
Not long but I hope looking good and enjoyable test
You can try to find something hiddenChangelog:
http://i.imgur.com/Ph40Bt1.pngSreenshots:
http://i.imgur.com/px1NnsX.jpg
http://i.imgur.com/WQKgdqA.jpg
http://i.imgur.com/89kSuO6.jpg
This is a map, which construct has been planned in PeTI and next edited and brought to life in Hammer World Editor.
Not long but I hope looking good and enjoyable test
You can try to find something hidden
Changelog:
http://i.imgur.com/Ph40Bt1.png
Sreenshots:
http://i.imgur.com/px1NnsX.jpg
http://i.imgur.com/WQKgdqA.jpg
http://i.imgur.com/89kSuO6.jpg
Quote from Shakky on April 11, 2013, 7:53 amGreat one! The puzzle was clever and really different from most laser puzzles.
My only complaint is the fact that the end elevator didn't disconnect me from the level but that is just a nitpick.
Great job!
Great one! The puzzle was clever and really different from most laser puzzles.
My only complaint is the fact that the end elevator didn't disconnect me from the level but that is just a nitpick.
Great job!
My maps: Bits , Color Me Rainbow and Spank Me Skyward
Quote from quatrus on April 11, 2013, 7:33 pmNope, can't figure out the laser puzzle. I am interested in the solution...if someone wants to post a picture... Nice map...
Edit; Thanks RogerL... I think I was working it too long with too many solutions - actually had it solved only needed to drop the cube and then retrieve in room 1, but just couldn't see it... c'est la vie...
Nope, can't figure out the laser puzzle. I am interested in the solution...if someone wants to post a picture... Nice map...
Edit; Thanks RogerL... I think I was working it too long with too many solutions - actually had it solved only needed to drop the cube and then retrieve in room 1, but just couldn't see it... c'est la vie...
Quote from RogerL on April 11, 2013, 8:03 pmIf you go to the map's workshop page, toncica posted two solutions in the comments, the first of which is more or less how I solved it.
If you go to the map's workshop page, toncica posted two solutions in the comments, the first of which is more or less how I solved it.
Quote from PCdoc on April 11, 2013, 8:28 pmI "thought" I needed to open or flip the square panel in the large room - however there are no blue dots to show me how to activate it. Ultimately I did no-clip into that room and saw the coolest Easter Egg I have ever seen. Unfortunately, Easter Eggs don't open Exit doors.
I very carefully moved the cube from the main room into the large room and used it to activate the laser catcher in the left side room (the one with no cube in it) . . . but it does NOTHING except turn off the fizzler for that room.
Since the catcher does nothing useful - it seems to be an empty, meaningless room.Of course - once again - I must be missing something and I don't want to be given the answer (maybe a clue ??).
I "thought" I needed to open or flip the square panel in the large room - however there are no blue dots to show me how to activate it. Ultimately I did no-clip into that room and saw the coolest Easter Egg I have ever seen. Unfortunately, Easter Eggs don't open Exit doors.
I very carefully moved the cube from the main room into the large room and used it to activate the laser catcher in the left side room (the one with no cube in it) . . . but it does NOTHING except turn off the fizzler for that room.
Since the catcher does nothing useful - it seems to be an empty, meaningless room.
Of course - once again - I must be missing something and I don't want to be given the answer (maybe a clue ??).
Quote from RogerL on April 11, 2013, 8:55 pmPCdoc wrote:Since the catcher does nothing useful - it seems to be an empty, meaningless room.What do you mean? It allows you to place portals in that room. I'll leave it to you to decide if that's useful or not.
What do you mean? It allows you to place portals in that room. I'll leave it to you to decide if that's useful or not.
Quote from El Farmerino on April 11, 2013, 8:59 pmGreat map with a nice clean solution. I'm uploading my video solution now but it's taking a while... It'll be here:
By the way, if you wanted to keep all the white floor and walls you had before, func_noportalvolume is your friend. I used some of those puppies to cut out portal bumping in quite a few of my maps, most prominently in Resolution.
Great map with a nice clean solution. I'm uploading my video solution now but it's taking a while... It'll be here:
By the way, if you wanted to keep all the white floor and walls you had before, func_noportalvolume is your friend. I used some of those puppies to cut out portal bumping in quite a few of my maps, most prominently in Resolution.
My maps: Double Bill / Jam / Oval Window / Gymnasium / Gymnasium Part 2 / Minimalism (collection) / Resolution
All feedback welcome!
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Quote from RogerL on April 12, 2013, 12:37 amEl Farmerino wrote:Great map with a nice clean solution.Everyone seems to have a different solution. Does this make it a good map or a bad map? For me, the overwhelming number of possibilities made deciding how to complete the map more difficult, not easier. Part of the puzzling nature of the map, I guess.
Everyone seems to have a different solution. Does this make it a good map or a bad map? For me, the overwhelming number of possibilities made deciding how to complete the map more difficult, not easier. Part of the puzzling nature of the map, I guess.

Quote from josepezdj on April 12, 2013, 4:58 amWhat the hell? I missed this map!
I'll give it a go later, it looks really interesting!
RogerL wrote:Everyone seems to have a different solution. Does this make it a good map or a bad map? For me, the overwhelming number of possibilities made deciding how to complete the map more difficult, not easier. Part of the puzzling nature of the map, I guess.Very good question! This is how I see that: first off, it should be needed to define 'good' and 'bad' concepts
For me a good puzzle is that one with a solution that it's not obvious at a first sight, but in the sense that you can see all elements clearly, every rule is there, no glitches or ninja moves are involved (maybe some skill tasks invloved though) but the solution requires some good thinking. And to me, only one solution makes a puzzle better. The overwhelming number of actual solutions is not challenging, to me that makes a puzzle weak, but it is the overwhelming number of good distractors (or maybe 'possibilities' like you said... I guess this concept should be properly described as well) that makes the player can't see clearly the solution. Distractors like for example reuse of elements or portalable tiles (that can make the player thinks he's done with them, when he's not
)
To me, allowing only one intended solution makes the puzzle more difficult or challenging, which, again to me, means a better map.
EDIT
By those pictures, the map really reminds me of "Resolution" by ElFarmerino! including that wall-embedded-cube-dropper!
What the hell? I missed this map! I'll give it a go later, it looks really interesting!
Very good question! This is how I see that: first off, it should be needed to define 'good' and 'bad' concepts For me a good puzzle is that one with a solution that it's not obvious at a first sight, but in the sense that you can see all elements clearly, every rule is there, no glitches or ninja moves are involved (maybe some skill tasks invloved though) but the solution requires some good thinking. And to me, only one solution makes a puzzle better. The overwhelming number of actual solutions is not challenging, to me that makes a puzzle weak, but it is the overwhelming number of good distractors (or maybe 'possibilities' like you said... I guess this concept should be properly described as well) that makes the player can't see clearly the solution. Distractors like for example reuse of elements or portalable tiles (that can make the player thinks he's done with them, when he's not
)
To me, allowing only one intended solution makes the puzzle more difficult or challenging, which, again to me, means a better map.
EDIT
By those pictures, the map really reminds me of "Resolution" by ElFarmerino! including that wall-embedded-cube-dropper!