Please or Register to create posts and topics.

[SP] Withdrawal Symptoms

PreviousPage 5 of 6Next

Very cool.I like #6 and I havent beat it yet lol.Takin a break to rethink my placements

There have been some updates since I posted my blindrun, so I played all the mappack again (including some new maps). I'm impressed by the last map!

fApQ9Y6RGNM
(Link: http://www.youtube.com/watch?v=fApQ9Y6RGNM)

i see from your blindrun that all the hints have failed in the first map...

Just for anyone who downloads these map packs the script is roughly as follows:

Welcome to withdrawl symptoms map pack
you are currently in a interchamber lock
On the wall you will see the test number
Below that is which porals you will be able to place or manipulate
To start the level, stand in the highlighted circle
Once inside it will turn green, and the level will begin.
Thats enough talking, Go have fun!

Thank you for the blind run again on the new level. I wasnt as happy with this level as i was with the rest, however i have decided to keep it as it stands.

Andyb: Thank you for your comments :) appreciated the kind feedback!

This however, is the last in the mappack i feel. i may continue this, however i have currently a new project underway, which hopefully will blow these maps out of the water. This mappack has been a experience, and what a ride! First maps ive released, and such great feedback. makes me proud to be on these forums providing maps for you all.

i hope not to disapoint on my latest project which may be out within a month.

Silic

Released content
Withdrawal Symptoms - V2.0.3 (community round-up // 1500 downloads)
Your choice - V2.0 (community round-up // 1000 downloads)
Too Many Variables - V1.0

Work in progress
Project Upgrade

I did finish through 6 thou.Came back after a few and looked at it again then banged my head off the desk asking why I'm so dumb lol.

Cant wait for the next one

Edit:Hints worked fine for me by the way

Here is my solution the the laser room from Hell in Map 6.
Crazy, dude . . . I loved it.

In fact, maps 5 and 6 were a blast - the only thing I was unsure of was the number that corresponded to the side-by-side fizzlers. There are 4 of them but there are only 3 numbers listed.

Also I did not know for sure what opened the door since - unlike the Hallway of fizzlers - it had no numbers. I guess the one X was OK - I know now that is represented ALL of the spinners.
Made sense. Still it would be cool if it had numbers above it.

Spoiler

Solution-1.jpg

lol,

the hallway of fizzlers runs in chronological order left to right, front to back.

so 1 3 5 (i think the numbers are) 1 will be the first fizzler, 3 the next, and so on. The last fizzler has a indicator going to it from the catcher.

i see your point tho, and i might correct this.

as to your solution (and others it seems) there are a few available. Easiest by far would be the intended solution in my eyes. just because there is far less moving of cubes you have to do...

Cheers for the small feedback. Appreciated!

Spoiler
clicky link as its larger than 800 bits wide lol.. --- http://i26.photobucket.com/albums/c106/ ... riplol.png

Small bit of information. That was the origonal concept screenshot before i finished the map, at that point there was no extra room to get 2 cubes and there was no way to actually complete the map in that you couldnt get the cubes over to the other side without cheating. This was rectified in the end obviously (Look at the wall behind the laser... i just chucked it in to see if the idea would work)

Released content
Withdrawal Symptoms - V2.0.3 (community round-up // 1500 downloads)
Your choice - V2.0 (community round-up // 1000 downloads)
Too Many Variables - V1.0

Work in progress
Project Upgrade

Hey silic!

Here is my solution for chamber 6

Spoiler
Needed the cube on the far left to jump in the orange portal to the exit.
http://i.imgur.com/JA6NY.jpg

Thanks for the map pack!

Neat. I especially liked the sixth map. I didn't finish all in one sitting, which was probably a huge help. :lol:

I wasn't sure what I was supposed to do to activate the second laser sensor. Was this what you had in mind? http://i.imgur.com/cl8Ac.jpg

And, just for comparison, my solution for the final laser setup.

006 Details

Spoiler
After a while, I stopped trying to activate 1,3, and 5 at the same time (before getting the two cubes) and just triggered the first two, placed the portal as far forward as possible, turned off the third grid, walked through & moved the portal, then unblocked the laser and collected the cubes (which I had already moved down to ground-level.

Then, when I had each cube, I figured out pretty quickly that I needed every single switch tripped to open the last door.

Also, the look of the maps is great.

The tutorial notes worked fine, but I they were a little slower than I'd like.

Image
I've only made a few Portal 2 maps, but I'd appreciate a comment or a blindrun recording.
Instantiation wrote:
I wasn't sure what I was supposed to do to activate the second laser sensor. Was this what you had in mind? http://i.imgur.com/cl8Ac.jpg

Correct, that is how I intended the solution to look like.

Released content
Withdrawal Symptoms - V2.0.3 (community round-up // 1500 downloads)
Your choice - V2.0 (community round-up // 1000 downloads)
Too Many Variables - V1.0

Work in progress
Project Upgrade

Now this is a mappack !!
Enjoyed it a huge deal :)

Just some questions/remarks :
Is the walktrough video for room 4 (on page 3 of this topic) the intended solution?

Spoiler
To drop the redirecting cube above the laser and then quickly shoot a portal

Room 5 made me look again to the same walktrough video because I had no clue were to start.

Spoiler
Shooting the portal above the fizzling screen.

Once that was clear it was nothing but fun :)

Room 6 took me a while to figure out the right placing..
Once they're all setup, the "blue X" on the door doesn't change into a "yellow V" although the door opens..

PreviousPage 5 of 6Next