[WIP] [WIP] Engineer 1.0.0
Quote from Nacimota on May 15, 2011, 5:14 amNope, [spoiler]I got the both in the bottom of the first room and the box on the pedestal of that same room, then I got the box from the glass room using the excusion funnel[/spoiler]
Nope,
Quote from Ruien on May 15, 2011, 5:17 amThursaz wrote:While we're at it, [spoiler]are we supposed to be able to shoot at the surface above the laser from the other room by stacking two cubes and shooting?[/spoiler]Haha! No!! But that's really creative!
Quote:EDIT: As for a youtube video, sure! I'll only watch it once I solve the map, in any case. I'll be sure to alert you if I happen to have solved anything else by means unintended.Alright. I'll do it tonight and try to get it uploaded. Since I live in China, it takes awhile to upload to youtube.
Haha! No!! But that's really creative!
Alright. I'll do it tonight and try to get it uploaded. Since I live in China, it takes awhile to upload to youtube.
Quote from Ruien on May 15, 2011, 5:18 amNacimota wrote:Nope, [spoiler]I got the both in the bottom of the first room and the box on the pedestal of that same room, then I got the box from the glass room using the excusion funnel[/spoiler]Thanks Nacimota. Once I fix this, the map's difficulty should increase by a lot.
Thanks Nacimota. Once I fix this, the map's difficulty should increase by a lot.
Quote from Thursaz on May 15, 2011, 5:25 amQuote:Thanks Nacimota. Once I fix this, the map's difficulty should increase by a lot.I'm scared.
Okay, but really, great job on a high difficulty map. Of all the maps I've played (which is every one uploaded on this site, incidentally), yours I would judge to be the hardest and stumped me the most. Which is awesome, and I hope to see more maps from you.
I'm scared.
Okay, but really, great job on a high difficulty map. Of all the maps I've played (which is every one uploaded on this site, incidentally), yours I would judge to be the hardest and stumped me the most. Which is awesome, and I hope to see more maps from you.
Quote from Ruien on May 15, 2011, 7:01 amThursaz wrote:Okay, but really, great job on a high difficulty map. Of all the maps I've played (which is every one uploaded on this site, incidentally), yours I would judge to be the hardest and stumped me the most. Which is awesome, and I hope to see more maps from you.Thanks!
What I'm trying to design with this map is not a one-off run-through chamber, but ultimately would like it to be a single large puzzle that progresses in stages as the player "unlocks" different tools while at the same time keeping tedium to a minimum.
Then people could put in 30 min here, an hour there, etc, and it would become it's own "campaign" of sorts, but would be a lot more open-ended puzzle solving than what the Portal 2 story had to offer.
I would also love to play other levels like this in the future, so I'll keep an eye on these forums to see if anyone else is coming out with maps of a similar design structure.
So far I've only put 1 day of paper design + 1 day of actual mapping into this. I'll keep adding and refining as time goes on.
Thanks!
What I'm trying to design with this map is not a one-off run-through chamber, but ultimately would like it to be a single large puzzle that progresses in stages as the player "unlocks" different tools while at the same time keeping tedium to a minimum.
Then people could put in 30 min here, an hour there, etc, and it would become it's own "campaign" of sorts, but would be a lot more open-ended puzzle solving than what the Portal 2 story had to offer.
I would also love to play other levels like this in the future, so I'll keep an eye on these forums to see if anyone else is coming out with maps of a similar design structure.
So far I've only put 1 day of paper design + 1 day of actual mapping into this. I'll keep adding and refining as time goes on.
Quote from Thursaz on May 15, 2011, 8:23 amOkay- It'd be awesome to see this map evolve, haha. Erm... Regarding the map itself- Decided not to do anything crazy, so [spoiler]that cube I was throwing things at is now my third cube; I just stacked the two cubes I had next to the pillar, jumped, and grabbed the cube.[/spoiler]
Okay- It'd be awesome to see this map evolve, haha. Erm... Regarding the map itself- Decided not to do anything crazy, so
Quote from xdiesp on May 15, 2011, 9:51 amMate, the map-wide puzzle and backtracking are good ideas. But make it pleasant for the player: it's big & empty, you can get stuck too. So far it's just a start.
Mate, the map-wide puzzle and backtracking are good ideas. But make it pleasant for the player: it's big & empty, you can get stuck too. So far it's just a start.
Quote from ufo on May 15, 2011, 10:37 amstuck
ive got right to the end i think but i need 1 more cube for the last button
[spoiler]i cant see a way to leave a portal for the laser and get the cube left on the button to reverse the plate for the tractor beam which is needed to escape from the laser emitter area[/spoiler]
stuck
ive got right to the end i think but i need 1 more cube for the last button
Quote from Ruien on May 15, 2011, 10:42 amI just realized this too and fixed the map already in v.1.1 which I'm working on at the moment and should be up in an hour or so. Originally I did have it so you could pull down that cube, but then I realized that I will want to use the tractor beam in the next section that I'm building -- which means that the tractor beam activation panel needs to stay active.
So, I have now removed the final button in v1.1, thus making it so the correct solution is to end up with 3 boxes and laser to open the door, and one box remains activating the tractor beam for the next section that I'm still designing.
I am also fixing the unintended solutions so far and creating a walkthrough of the intended solution for people to compare against.
I just realized this too and fixed the map already in v.1.1 which I'm working on at the moment and should be up in an hour or so. Originally I did have it so you could pull down that cube, but then I realized that I will want to use the tractor beam in the next section that I'm building -- which means that the tractor beam activation panel needs to stay active.
So, I have now removed the final button in v1.1, thus making it so the correct solution is to end up with 3 boxes and laser to open the door, and one box remains activating the tractor beam for the next section that I'm still designing.
I am also fixing the unintended solutions so far and creating a walkthrough of the intended solution for people to compare against.
Quote from ufo on May 15, 2011, 11:06 amhehe that was half an hour wasted trying to figure out what to do
good map tho. nice and hard.
looking forward to the next part
hehe that was half an hour wasted trying to figure out what to do
good map tho. nice and hard.
looking forward to the next part
