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
@Supreme Gamer, look for preview.vmf amid the map examples for Hammer. It contains Valve Map File data for your last rendered map using the Puzzlemaker.
But what if ball stucks there without hitting the button? It should be fixed.
The first panel use was different, not the typical kind of use which can be a bit problematic, though you really can't get it wrong here.
The indicator lights on the massive room can be hard to track to the track. If I jump down to place the first ball right away, thinking the track will go up (other platforms have moved when stepped on after all), then I'm stuck and dead.
The massive room was OK, but not terribly difficult or exciting. Or do like the fog and scale though.
I'm not sure how this map fits into the narrative from the first two hammer edited episodes. Those are definitely better, but then that makes sense if this was the first edited one.