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[WIP] CG's Gel Puzzles BETA 2!

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CrazyGuy wrote:
Did you figure out the correct solution?

I found a ton of incorrect solutions, but no, I guess I never did. I wasn't even aware that

Spoiler
gel bled through light bridges
. It doesn't seem to make sense, even by the physics of the Portal universe. But does that make it a bad puzzle? I don't know.

Dilbao wrote:
I definitely didn't do that. That's makes much more sense as a solution. Your way sounds cool but I don't think it makes a good sense on some way.

bsj0 wrote:
I wasn't even aware that gel bled through light bridges. It doesn't seem to make sense, even by the physics of the Portal universe. But does that make it a bad puzzle? I don't know.

that solution you showed to me seems too easy, and too standard issue. I want players to do different things to solve the puzzle, and the theme of this map is painting angled lightbridges to bounce to the final exit. Your solution works, I guess, but to me it still seems too pedestrian. I don't want the player to be able to walk up a lightbridge at all to get to the exit. However, it ISNT obvious that the paint bleeds through the bridges, and it does seem kind of "wrong" so I might try and find a way to let the player paint them from above (without forcing them to use white paint on the ceiling) but like I said my whole reason for mapping is to find innovative new ways to use the puzzle elements.

Dilbao wrote:
Also why did you remove those checker like platforms for the first part? Without them, it could be a no way to solve or a very tricky puzzle for some players and that is not a good way to start a map.

I removed them and changed them to flipping panels because I saw how you did the first part, with a regular fling. You are meant to use the lightbridge to climb to the top then drop down. It isn't really all that tricky if you are playing with mouse+keyboard. The whole idea of the first puzzle is to use lightbridges at three different roll angles. Those panels were never there in early versions, the only reason I put them there at all was to make the 3'rd part where you get the box to the button possible.
Remember the difficulty of this map is meant to be HARD without being too tricky. Like, the exit maneuver for area 1 upper isn't tricky at all, just time it so your exit portal hits the BOTTOM panel. You also don't need to fire your exit portal right after firing it onto the ground at the x. You portal both the X's, which are exactly lined up with each other, and AIM DOWN AS YOU ARE FALLING THROUGH! Then you get into an infinite fall and PLENTY of time to get your aim set up. And if your timing is a little off I did use a placement helper.

CrazyGuy wrote:
Dilbao wrote:
Also why did you remove those checker like platforms for the first part? Without them, it could be a no way to solve or a very tricky puzzle for some players and that is not a good way to start a map.

I removed them and changed them to flipping panels because I saw how you did the first part, with a regular fling. You are meant to use the lightbridge to climb to the top then drop down. It isn't really all that tricky if you are playing with mouse+keyboard. The whole idea of the first puzzle is to use lightbridges at three different roll angles. Those panels were never there in early versions, the only reason I put them there at all was to make the 3'rd part where you get the box to the button possible.

I thought my light bridge solution was the cheat way. My casual solution was something like this:

CG-GPbeta2_test.zip
Dilbao wrote:
CrazyGuy wrote:
Dilbao wrote:
I thought my light bridge solution was the cheat way. My casual solution was something like this:

CG-GPbeta2_test.zip

the solution you showed me in that file IS a cheat way. I put those big glass robot arm panels there so you COULDN'T use the lightbridge in that way to get to the button (at first they were just here but they later became part of the exit... I love how things can turn out like that)
The CORRECT solution is a lightbridge assisted fling through that angled panel.

Well I have fixed your cheat solution for area 1. All I needed to do was the same thing as in area 3: info placement helpers with forced placement so there is no way to get the lightbridge to stick out of the side of the portal like that. In the future I will do that with ALL the lightbridges on my maps.

thanks for finding it I never realized how much that method can be used to cheat.

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