Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But maybe its for the best. I dunno how this mechanic could have been interesting and not annoying at the same time. Some things are better off dead...
Also, ugly ugly ugly. Ramps that could have been easily stairs and only one light room for each room instead of strips... chamber 2 looks quite good but isn't consistent. Looks like those "chambers" that people who aren't acquainted with PeTI make.
I've seen some bad chambers on the workshop... but this one takes the cake.
Some other things:
Red turrets are also an unnecessary complication
Why all these cameras anyway? Especially on portable surfaces. Do you even know what the purpose of a camera is for?
This map has both design, puzzle and technical flaws, even though it could make for an interesting map. Take the first puzzle with the laser cube for instance: why put 3 bridges and make you get the cube all the time after you fizzle him?One bridge is enough if you want the player to reset their portals.
Oh did I mention that you can also portal bump and get the companion cube? I got fucking tired of trying what I thought was the intended solution on that map and just grabbed that companion cube instead. If your solution was to drop the laser cube while the player is on the button, and then laser it, the cube is never consistent, making this one of the worst puzzles I've come across on the workshop.
....