[SP] Vengeance
Quote from Eastward on July 10, 2011, 4:28 pmThese puzzles were a blast. You were able to cover a range of emotions?puzzle, rat maze, and war zone. The last chamber was interesting starting the player off nice and safe and as one comes around the corner they are met by a quick turret fire that brings the player to a fast restart of that chamber. I generally start scanning a room from top to bottom looking for all puzzle elements. I felt at this point like I was now on a mission of not solving a portal game but, "Shut up, get down!"?from lieutenant Dan in Forrest Gump, a mission to destroy turrets. And yes, I loved every minute of crouching and scanning little bits and pieces of the upper room to see where I could put a portal so that I could have an "attack" advantage. So far this chamber was, in my opinion, one of the most satisfying games in destroying turrets out there. I got all but one turret. Also, I'm not sure how I feel about the floating blocks where turrets sit. It has a pleasing view to the eye but makes one question the physics of what's holding them up--guess a mystery puzzle my brain should not try to solve--oh a small touch of anti-gravity or power of one's mind, or "We're in space." "I know you are mate. Yep, we're both in space."--from Portal 2. Ok really, I'll let it go. Most rooms I've played so far have us destroying the turrets then solving the puzzle--not so much here. Nevertheless, this map is fun to play. Many thanks for the challenges.
Eastward
P.S. Having all three rooms gave the map a balance of action and puzzle solving.
P.S. I do wish there were more rooms, because once I finished the third room, and barely escaping gun fire by the turret in lower floor left hand corner, I was literally on the edge of my chair and ready for the next challenge.
These puzzles were a blast. You were able to cover a range of emotions?puzzle, rat maze, and war zone. The last chamber was interesting starting the player off nice and safe and as one comes around the corner they are met by a quick turret fire that brings the player to a fast restart of that chamber. I generally start scanning a room from top to bottom looking for all puzzle elements. I felt at this point like I was now on a mission of not solving a portal game but, "Shut up, get down!"?from lieutenant Dan in Forrest Gump, a mission to destroy turrets. And yes, I loved every minute of crouching and scanning little bits and pieces of the upper room to see where I could put a portal so that I could have an "attack" advantage. So far this chamber was, in my opinion, one of the most satisfying games in destroying turrets out there. I got all but one turret. Also, I'm not sure how I feel about the floating blocks where turrets sit. It has a pleasing view to the eye but makes one question the physics of what's holding them up--guess a mystery puzzle my brain should not try to solve--oh a small touch of anti-gravity or power of one's mind, or "We're in space." "I know you are mate. Yep, we're both in space."--from Portal 2. Ok really, I'll let it go. Most rooms I've played so far have us destroying the turrets then solving the puzzle--not so much here. Nevertheless, this map is fun to play. Many thanks for the challenges.
Eastward
P.S. Having all three rooms gave the map a balance of action and puzzle solving.
P.S. I do wish there were more rooms, because once I finished the third room, and barely escaping gun fire by the turret in lower floor left hand corner, I was literally on the edge of my chair and ready for the next challenge.
Quote from satchmo on July 10, 2011, 4:44 pmThanks for the feedback, Eastward.
Reading your comment is equally satisfying for the mapper. I am glad that someone appreciates the effort and thought I put into each element of the map. I was planning exactly that--a variation of feelings and themes for the different chambers.
Just so you know, there is a way to get rid of the last turret in the last chamber on the left (near the exit door). Try not to think in the traditional Portal 2 way, but rather stick to your instinct. Your "shut up, get down" analogy is entirely appropriate to approach this turret.
I really try hard to design each element of the puzzle so the player is forced to approach the challenge in brand new ways. I don't think there's much sense in re-working puzzles in the official Portal 2 levels. The whole point of custom maps is to let your imagination run wild and think outside the box.
Thanks for the feedback, Eastward.
Reading your comment is equally satisfying for the mapper. I am glad that someone appreciates the effort and thought I put into each element of the map. I was planning exactly that--a variation of feelings and themes for the different chambers.
Just so you know, there is a way to get rid of the last turret in the last chamber on the left (near the exit door). Try not to think in the traditional Portal 2 way, but rather stick to your instinct. Your "shut up, get down" analogy is entirely appropriate to approach this turret.
I really try hard to design each element of the puzzle so the player is forced to approach the challenge in brand new ways. I don't think there's much sense in re-working puzzles in the official Portal 2 levels. The whole point of custom maps is to let your imagination run wild and think outside the box.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from BlumCoLe on July 11, 2011, 3:18 pmI'm sorry. Cannot write a correct criticism at the moment!
I'm sorry. Cannot write a correct criticism at the moment!
Quote from satchmo on July 11, 2011, 3:54 pmThank you for pointing out that glitch. I have fixed it in version 1.54.
Thank you for pointing out that glitch. I have fixed it in version 1.54.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from BlumCoLe on July 15, 2011, 3:27 pmOo
http://cloud.steampowered.com/ugc/54177 ... 5BA0D9D28/
Now, what is the purpose of the light bridge?!
Oo
http://cloud.steampowered.com/ugc/54177 ... 5BA0D9D28/
Now, what is the purpose of the light bridge?!
Quote from satchmo on July 15, 2011, 5:29 pmThat light bridge is to prevent the player from creating a portal on the wall and bypassing [spoiler]the need to reverse the funnel direction[/spoiler] to get to that area of the map.
I could have also used a metal grill or a discouragement field. I decided on using a light bridge because it looks better than the metal grill and it does not hurt the player.
That light bridge is to prevent the player from creating a portal on the wall and bypassing
I could have also used a metal grill or a discouragement field. I decided on using a light bridge because it looks better than the metal grill and it does not hurt the player.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from BlumCoLe on July 17, 2011, 2:08 pmOk, thanks a lot for the updates ...it makes fun to play vengeance.
please more!
Ok, thanks a lot for the updates ...it makes fun to play vengeance.
please more! ![]()
Quote from satchmo on July 17, 2011, 10:47 pmMany thanks to BlumCoLe for recording such a speedy walkthrough.
Version 1.56 fixed a minor indicator light bug.
Many thanks to BlumCoLe for recording such a speedy walkthrough.
Version 1.56 fixed a minor indicator light bug.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from BlumCoLe on July 18, 2011, 4:25 amsatchmo wrote:Many thanks to BlumCoLe for recording such a speedy walkthrough.Version 1.56 fixed a minor indicator light bug.
Thanks for the link in download-topic.
It's not a perfect run ...I have already invaded other improvements today!
And I know many other users e.g. Tyronis3 or 2CAE7256 beat it...Furthermore, i have to thank you and all great mappers!
...waiting for the next map...
Version 1.56 fixed a minor indicator light bug.
Thanks for the link in download-topic.
It's not a perfect run ...I have already invaded other improvements today!
And I know many other users e.g. Tyronis3 or 2CAE7256 beat it...
Furthermore, i have to thank you and all great mappers! ![]()
...waiting for the next map...
Quote from satchmo on July 18, 2011, 11:55 pmI found a video of a first-time blind playthrough of Vengeance. Version 1.52 was featured in the playthrough, but most of the puzzles remain the same.
Needless to say, the video contains spoilers for the puzzles. So watch it only after you've solved it already.
I found a video of a first-time blind playthrough of Vengeance. Version 1.52 was featured in the playthrough, but most of the puzzles remain the same.
Needless to say, the video contains spoilers for the puzzles. So watch it only after you've solved it already.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
