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[WIP] DaMaGepy's P2 map #4 (WIP: 15%)

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The new room is very vexing. I simply could NOT get it.

Spoiler
Once I saw your solution it is so easy. But I never knew you could angle a cube using steps like that
.

Genius. Sheer genius.

Well, first I just wanted the angled stairs there (raised by a timer) but I tought thats too obvious, so I made the exit there and the ballbutton, to distract the players. Maybe not too obvious, and I need some helper signage? Maybe a marker X on the top stair panel?
Anyone else had problem solving this? :)
Or maybe this method also needs some pre-training puzzle,

Spoiler
for example the normal storagebox can start on an angled surface, and when the player "sucks" that out they will see that the cube keeps its orientation
...

-= Check out my maps: workshop, and their .vmf sources: homepage =-

So, I came back to play the second room.
It's kind of tough, but easy to execute, simply great!
At first I didn't get it. I spent about half an hour in the chamber and quit, planning on coming back to the map the next day with a fresh mind. The "Heureka" moment hit me even before I sat down again to play the map.
Splendid puzzle, with a great difficulty: hard, but very much solvable, which creates a rewarding playing/thinking time.

My maps: 1 2 3 4 5

In the room 2: the intended solution to angling the cube was brilliant - never thought of that.

Spoiler
Actually, I just dropped the cube into the orange funnel at an angle - portal on the raised panel and the close wall. After a couple tries I got the right angle.
. Again, look forward to the full series....

quatrus wrote:
In the room 2: the intended solution to angling the cube was brilliant - never thought of that

Actually since thats not an official puzzle solution, I'm planning to do some-pre training where the player can find out how can object be angled in a funnel, or maybe a marked spot on the stairs. I dont want the players to thing for long on things they normally cant even thought can work.
The worse about this map is the transparent (ethereal) cube bug when it gets near a brush with a funnel. Pretty gamebreaking thing, especially because you need a solid cube

Spoiler
to jump on it and then to the funnel

-= Check out my maps: workshop, and their .vmf sources: homepage =-
DaMaGepy wrote:
Actually since thats not an official puzzle solution, I'm planning to do some-pre training where the player can find out how can object be angled in a funnel, or maybe a marked spot on the stairs. I dont want the players to thing for long on things they normally cant even thought can work.

Here we differ. It's obviously your choice since it's your map, but IMO a marked spot would only spoil the fun. I already made that point regarding the first room in this map, where I said you should remove the red x: It's simply so much more fun and more satisfying to solve a puzzle without hints!

Like I said it's your choice. But you do create some really awesome maps and puzzles. And softening these puzzles with hints only makes them less awesome.

My maps: 1 2 3 4 5

I think the solution to angling the cube becomes pretty evident when you find that there is absolutely no way to angle the cube normally. (well, it is possible to angle it a bit, but not well enough for the solution)
At that point, the player is forced to take a look at what else is available, and the stairs being across from a portable surface, which has no apparent purpose for even being portable, should be hint enough.

This is a really great set of maps! Perfect amount of challenge for me, tricky but nothing with tight reaction timings. Looking forward to the final product.

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