Time Arch
Quote from Fold on June 9, 2011, 7:16 pmWow! I don't know if this is the first map to use this technique, but it's definitely the first I've played. Very cool concept, and well-executed. I liked [spoiler]the logical connection between the dummy puzzle in the first room and the solution in the second.[/spoiler]
Wow! I don't know if this is the first map to use this technique, but it's definitely the first I've played. Very cool concept, and well-executed. I liked
Quote from raulness on June 9, 2011, 7:40 pmI really wish this was a bit longer. It's an exciting concept that could make for an interesting set of chambers.
I really wish this was a bit longer. It's an exciting concept that could make for an interesting set of chambers.
Quote from quatrus on June 9, 2011, 8:25 pmWhat a unique concept - very well done. I hope to see this used in more maps. thanks for creating....
What a unique concept - very well done. I hope to see this used in more maps. thanks for creating....
Quote from Chewbacha007 on June 9, 2011, 9:59 pmGreat concept. I've played a couple of other 'time' puzzles, but this was the most well-done.
Please use this concept further and extend the puzzles. (Flinging through an arch would be fun!)
Great concept. I've played a couple of other 'time' puzzles, but this was the most well-done.
Please use this concept further and extend the puzzles. (Flinging through an arch would be fun!)
Quote from Domtech on June 9, 2011, 11:29 pmWow! It jumped from 8 reviews to 97! That was weird.
Wow! It jumped from 8 reviews to 97! That was weird.
AMD Turion 1.6 GHz, 2 gigs RAM, and an ATI RADEON XPRESS 200M
"LOL I Don't Meet Min Specs!"
Quote from Wind Owl on June 12, 2011, 12:46 amVery, very cool. Reminded me of a few Zelda games.
Maybe in your next maps you could combine with the techniques this guy uses.
Very, very cool. Reminded me of a few Zelda games.
Maybe in your next maps you could combine with the techniques this guy uses.
Quote from Adair on June 12, 2011, 5:17 amI too was amazed at the concept and would love to see more tests using the ASQTA feature. I do wish that the ASQTA itself were a bit nicer looking, in this map it looks very plain in terms of geometry and decoration, but if you can make a design that has an aperture science sort of look then it will be a really great puzzle element.
EDIT: just realized you know about this.
[spoiler]There's a spot in the "destroyed" room where I got stuck in the floor. It was up against the wall between the floor-button and the slightly angled panel used in the [spoiler]Funnel solution[/spoiler]. If you place portals on that section of wall then you can sink waist deep into the ground and sometimes get stuck in it.[/spoiler]
I'd really like to see maps with the ASQTA that have great consistency between time periods. For example, the Funnel maker has been mentioned as missing in the destroyed future, but so are some light fixtures and the entrance elevator room(what you did there is okay, but it would make more sense to block that passage with a big pile of rubble).
Also, even though the Funnel isn't present in the future, the sound effect is still there.
I may be alone on this, but I thought it might have made more sense to have the player start in the destroyed version and go back in time to get the cube, but that would have made things completely different and it's great how it is too.
Again, great concept and nice easy puzzle to teach how it works. Looking forward to more.
BTW, I'm sending you a PM with an idea.
I too was amazed at the concept and would love to see more tests using the ASQTA feature. I do wish that the ASQTA itself were a bit nicer looking, in this map it looks very plain in terms of geometry and decoration, but if you can make a design that has an aperture science sort of look then it will be a really great puzzle element.
EDIT: just realized you know about this.
I'd really like to see maps with the ASQTA that have great consistency between time periods. For example, the Funnel maker has been mentioned as missing in the destroyed future, but so are some light fixtures and the entrance elevator room(what you did there is okay, but it would make more sense to block that passage with a big pile of rubble).
Also, even though the Funnel isn't present in the future, the sound effect is still there.
I may be alone on this, but I thought it might have made more sense to have the player start in the destroyed version and go back in time to get the cube, but that would have made things completely different and it's great how it is too.
Again, great concept and nice easy puzzle to teach how it works. Looking forward to more.
BTW, I'm sending you a PM with an idea.
Quote from xdiesp on June 12, 2011, 7:24 amAs sagacious as it can get, but still just a 2 minutes long tech demo. Pratically the same kind of portals as Prey, and iirc Duke 3D had something similar. It still is one of the best uses of world portals so far, for the sole reason it's not so much thrown at your face to generate confusion.
Compared to its direct competitor Paradox, it features a smoother travel but no actual time tricks. People with shaders set on medium-low might be visual artefacts. I wonder how this jumped to 3X the top maps' ratings...
As sagacious as it can get, but still just a 2 minutes long tech demo. Pratically the same kind of portals as Prey, and iirc Duke 3D had something similar. It still is one of the best uses of world portals so far, for the sole reason it's not so much thrown at your face to generate confusion.
Compared to its direct competitor Paradox, it features a smoother travel but no actual time tricks. People with shaders set on medium-low might be visual artefacts. I wonder how this jumped to 3X the top maps' ratings...
Quote from Djinndrache on June 12, 2011, 8:56 amI started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=0HkxNuL0fLA
I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.
Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=0HkxNuL0fLA
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Zerac Naisiem on June 12, 2011, 11:06 amExtremely awesome concept! can't wait to see time travel in some tests. however there is a problem with teleporting cubes apparently, sometimes they don't get warped into the future(only on one side though, and only when throwing them), and another one when the cube is just hanging in the air( don't know that's causing that
)
Here's 2 demo's i recorded
Extremely awesome concept! can't wait to see time travel in some tests. however there is a problem with teleporting cubes apparently, sometimes they don't get warped into the future(only on one side though, and only when throwing them), and another one when the cube is just hanging in the air( don't know that's causing that
)
Here's 2 demo's i recorded
