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Try my map?
http://www.steamcommunity.com/sharedfiles/filedetails?id=157760459
https://steamhost.cn/steamcommunity_com/profiles/76561198042478426/myworkshopfiles?appid=620
I'm not usually a fan of modified chambers, they tend to break the basic rules of portal too often but I'll certainly give it a go and see if I figure it out.
Sorry, the "glitch" (I think cutoff is a better word for it) is unimportant, because just experienced players can do it, ...they need a good strafe jump or bunny hopping to do it.
I can make a video or screenshot ...maybe tomorrow.
PS: when you've time ...play my map and leave a comment.
And I found only two glitches. When the player have one cube in the main room, there are two possible ways to go to the exit instantly.
1. It's possible to jump from the side to the middle way.
Easy to fix this: just make the last vertical row of the surfaces "non portable". :P
2. I love this ^^: http://youtu.be/y0EDmT_httQ
Fix = the same like 1. ...just too many "portable" surfaces. :)
I found the alternate way first ;) ...and after that, I read this:
"That's for me (and 1, maybe 2 other players so far) to know and for you to find out."
...i am one of the others :P
This map took me about 2 hours ...but I cannot find the intended way. -.-
Now I know why: I had one big bug before (I think because of Portal 2 :/).
The fourth room: Goo, fizzler in the middle and one cube button.
At the end, after I got the cube and want to "fly up" in the funnel-laser combination ...the funnel didn't work. -_-
I don't know why, but now (after felt 10 restarts) it works. ^^
I'll give Geltastic a go, I'm not too familiar with Hammer but I'll see what I can do.
I skipped some of the map (don't exactly know how much).
I recorded my playthrough (split into 3 pieces, because I died): https://www.dropbox.com/s/r74a71zvwsutsam/sulphur.dem https://www.dropbox.com/s/87pmqe7owlia5rn/sulphur2.dem https://www.dropbox.com/s/u4myigzf6m2cz6n/sulphur3.dem
Also, thanks for taking the effort to record a .dem, I can't think of a better form of feedback than actually watching your thought processes while solving a chamber.
I was under the impression that I had to funnel across water to get to the fizzler in the first place. If that weren't the case, I would've been less inclined to just jump into the room without a good look first. But I could've been tired and simply mistook extended grating for a acid pool.
With the funnel room, it didn't seem as pressing as it might have done considering that there was a convenient landing (albiet sloped) pad where the funnel was going to terminate. I'm not a big fan of reflex chambers in general though (those where the danger has to be reacted to without significant foresight. Fast portal placement is fine, but fast portal placement in the face of death is annoying).
v Not a good design philosophy v
Looks like a second player has found the alternate route, well done.
If this mean, that you can complete the Level very fast, than i solved it on that alternative route. First, I thougt this was a glitch or something cause i pushed the first button very very late ;)
I was understanding the logic but each time I fell in the water, got fizzled but a laser, and had to redo the climb up, a little part of me just got more and more fed up with the level until i just didn't want to go anymore.
A lot of these rooms (or smaller combinations of them) would probably be just as well as standalone levels.
As for the undeployed panel glitch, I climbed a little up the arms so I could get a portal on the wall closest to the panel front. This portal faces into the arms behind the panel from the side, so the arms obstruct the lower half of the portal. I then made an entrance portal and pushed the cube part way through. The trick, then, is to stand on the cube and jump in the direction of the front of the closed panel, and with a little luck get ejected out the front. I found this by accident while trying to portal-bump past the panel; I couldn't because there's no adjacent ceiling or left wall, and the right wall is obstructed by a light.