[WIP] [SP] Levitation
Quote from PCdoc on January 9, 2012, 2:21 pmThe 2nd room was a great idea with the 2 doors rotated 90-degrees and fizzler.
I was able to drop the cube in, open the first door and defeat the fizzler . . . but I had trouble with cube orientation for the last laser - I could not seem to get it pointing backwards.
I ended up leaving the room to do it - as shown. Made reversing the cube direction simpler for me, although John's way is easier ([spoiler]he shot the laser through 2 portals instead of directly at the sensor[/spoiler]).These days people feel 15 mins is too short - but that 15 mins takes the author many hours of hard work. This is one of the better puzzles I have seen of the newer ones. Not too hard but still made you think for a while to figure it out. Good job !!
The 2nd room was a great idea with the 2 doors rotated 90-degrees and fizzler.
I was able to drop the cube in, open the first door and defeat the fizzler . . . but I had trouble with cube orientation for the last laser - I could not seem to get it pointing backwards.
I ended up leaving the room to do it - as shown. Made reversing the cube direction simpler for me, although John's way is easier (
These days people feel 15 mins is too short - but that 15 mins takes the author many hours of hard work. This is one of the better puzzles I have seen of the newer ones. Not too hard but still made you think for a while to figure it out. Good job !!
Quote from Dom44 on January 9, 2012, 4:36 pmGreat map! Here's my blind playthrough:
Great map! Here's my blind playthrough:
My mod for Portal 1: Portal:New Adventure
Quote from Djinndrache on January 12, 2012, 12:23 pmThis was interesting. Took me a few minutes to see what you want
iSVlJc9nUmk
(Link: http://www.youtube.com/watch?v=iSVlJc9nUmk)
This was interesting. Took me a few minutes to see what you want
iSVlJc9nUmk
(Link: http://www.youtube.com/watch?v=iSVlJc9nUmk)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from FourthReaper on January 13, 2012, 2:15 pmGreat work! The map is short, but the aesthetics are beautifull and the puzzles are not too hard. Not too easy, either, though. Nice work on that second chamber, rotating the cube using portals was fun.
Another thing: I absolutely loved the tearing of the ceiling. I could learn a thing or two about that.Cool map.
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PS: Judging from the playthrough video's, not everyone seemed to get the rotating part right. Fun to see, actually. No laser hacks required.
Great work! The map is short, but the aesthetics are beautifull and the puzzles are not too hard. Not too easy, either, though. Nice work on that second chamber, rotating the cube using portals was fun.
Another thing: I absolutely loved the tearing of the ceiling. I could learn a thing or two about that.
Cool map.
PS: Judging from the playthrough video's, not everyone seemed to get the rotating part right. Fun to see, actually. No laser hacks required.
Quote from KennKong on January 14, 2012, 8:05 pmSimple concepts combined to make a fun and interesting puzzle, in very well detailed chambers. Add a third chamber which rotates the cube in another axis, and I'll give it a 5, but it's very well deserving of a 4/5.
Simple concepts combined to make a fun and interesting puzzle, in very well detailed chambers. Add a third chamber which rotates the cube in another axis, and I'll give it a 5, but it's very well deserving of a 4/5.
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Basic Mod for playing .vpk files Needs to be updated for dlc2, but still works[/spoiler]
Quote from Bokkie on February 3, 2012, 6:00 amNice atmosphere, good choise of music and fun puzzles.
The first room took me the longest to solve, second room was rather easy but still very clean (or clean destroyed hehe) !!
Nice atmosphere, good choise of music and fun puzzles.
The first room took me the longest to solve, second room was rather easy but still very clean (or clean destroyed hehe) !!
Quote from Idolon on April 2, 2013, 2:14 pmHey, now that this map is in the spotlight, I figure it's good a time as any to say that this map was broken a while back with an update to Portal 2, in which holding a cube with two tractor beams is no longer possible. Sorry for the inconvenience!
Hey, now that this map is in the spotlight, I figure it's good a time as any to say that this map was broken a while back with an update to Portal 2, in which holding a cube with two tractor beams is no longer possible. Sorry for the inconvenience!
Quote from Lpfreaky90 on April 2, 2013, 4:21 pmIdolon wrote:Hey, now that this map is in the spotlight, I figure it's good a time as any to say that this map was broken a while back with an update to Portal 2, in which holding a cube with two tractor beams is no longer possible. Sorry for the inconvenience!Because it's broken I removed it from the spotlight category. If you can get a fix for it I'll happily move it back to the spotlight category.
Because it's broken I removed it from the spotlight category. If you can get a fix for it I'll happily move it back to the spotlight category.
Quote from Idolon on April 2, 2013, 9:23 pmIt's an engine level issue, and unless I contact Valve, it's probably not fixable without some serious voodoo magic. Thanks though.
It's an engine level issue, and unless I contact Valve, it's probably not fixable without some serious voodoo magic. Thanks though.
Quote from Lpfreaky90 on April 2, 2013, 9:36 pmIdolon wrote:It's an engine level issue, and unless I contact Valve, it's probably not fixable without some serious voodoo magic. Thanks though.I can think of portal detectors; checking if the funnel is on; a trigger_multiple filtering for the cube and a listening entity to check if the cube is in the middle of the funnel. Then maybe a phys_constraint to fix the position?
I can think of portal detectors; checking if the funnel is on; a trigger_multiple filtering for the cube and a listening entity to check if the cube is in the middle of the funnel. Then maybe a phys_constraint to fix the position?