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great
thankyou
another hint, is sometimes the description will hold vital information, on some of my maps.
did you see the turrets deploying ?
thankyou
thankyou for playing.
"repeat for fun."
thankyou for that.
glad you had fun :)
as your playing my maps in the opposite order of them being created.
they should in theory get simpler.
but I have updated all of them.
so this is not always the case.
I have played your map.
don't know why I did not respond earlier ?
thankyou for your help with this map :)
yes it was useful, thankyou :)
updated to stop exploit of throwing cube onto button.
also if traped by button, destroying the cube will turn off lower laserfield.
if you keep a laser in the laser catcher, you can re-aquire the cube. (tested)
thankyou for your help again :)
I'll repeat for fun. thumbs up.
sounded good, in theory.
but just adding the connection prevented the map being built or published.
so I did it anyway, by deleting the light by the button.
thankyou for your feedback.
if you leave a link to 1 of your maps.
I will add it to my list.
thankyou for your feedback.
I just re-tested, due to your feedback.
the 1st time, the same problem.
the 2nd, I made sure to clear the fizzler, both ways, & success.
I had made an update, adding the top half of the laser field.
because players were going there, without using the laser catcher 1st.
if you test again & still have problems, clearing the fizzler.
I could lower the fizzler ?
had to also make a lot of portable areas, non-portable, due to exploits.
the turrets survival rate varies. but I have got it so they survive most of the time.
thankyou for your reply.
I under stand.
I think all of my maps with bouncy gel, have cleansing gel.
as bouncy gel can break a map in certain cenerios.
eg on the floor, where you need to place a reflector cube.
but this map I have delleted all that I can, without ruining the map.
& am up to item limit. (was over item limit & could not publish.)
I hope you enjoyed it.
thankyou for your comments.
I just subscribed to your map:
A quick test V1.1
cleansing gel could break this map & stop the player finishing it.
what problem did you have, that cleansing gel would solve ?
glad you got there in the end :)
we all get days like that, from time to time.
here is another one of mine I don't think you have played yet, hope you enjoy it. I am slowly working my way through your catalogue of puzzles! and slowly running out of my own to let you play at the same time :D I will have to start making more!
glad again, that you enjoyed it :)
just subscribed to your latest map.
4 of yours left to play.
when you make more, put a link in the comments of any of my maps,
& I will gladly play :)
I always wanted to make turrets move.
keeping them alive is the hard part.
I left the entire machanics in view again.
they don't always all survive.
but most do, most of the time.
updated, thanks to your feedback :)
due to item limit, I have deleted stairs, funel,light, & a button.
in order to add a cleansing gel dropper, which will dispense,
when you use the button in the room with the main gate system.
the cleansing gel dropper, is placed to show you the essensial portable floor.
hiding part of an essential sollution, is as least as bad as an exploit.
so thankyou very much for your help, & helping future testers :)
thankyou very much.
I know what you mean.
the more time I spend making maps, the harder I find playing them.
I would have though it would make it easier ?
I think we may use a different part of our brain.
1 part for playing & another part for creating.
that is probably why map makers often miss exploits.
glad you enjoyed it :)
It took me AGES to realize that part of the floor was portable in that other room... geez So I was always stuck because I was activating the laser catcher by placing the portal next to it in the corner, but then, I had no way back... I tried every possible things (from portaling through the gap between the glass wall and the wall (near the entrance door), to reenabling the star laser relay via a portal in the roof, ... everything. Until I *finally* had the simple idea to test that floor - duh... I was about to give up and ask you for a hint :-)
Nice room. Just my brain decided to go into a deadlock for very long on this one, making it look more difficult than it was!
Thumb up!
I'll go play this updated version later tonight. Hopefully my brain will be more encline to collaborate that time :-)
For now, it is time for me to go to work!
cheers
I have updated, to hopefully removed them.
the area behind glass is now non-portable.
it is only visible, if someone is interested in the turret deployment, gate system.
jumping over the laser field to soon, not viable.
their is only 2 things in this chamber, to activate, now the order is obvious.
I hope this helps you find the intended sollution, if not, I will be happy to help :)
I ended up solving it in a more difficult way than intended. By reading some comments, it is obvious that I totally missed something.
In "my" solution, I had to kill the turrets, jump over the fizzler, toss the cube on the cube plate 3 tiles away (f6/f7 cycle), jump over the laser field, then portal bump to get rid of a couple of spheres from there plates, while doing some portal saving so that I still had a way back to the exit and a laser available to shutdown the laser field! I could have think this was the intended solution if it was not for the portal bumping requirement :-)
You might want to try this one. I do not know if it hard, cuz no-one left any feedback yet.
cheers
I just had to delete some on a map I am working on, just to get it to build.
I agree they look good & can be very helpfull.
but science comes 1st, before asthetic design.
(would love to do both)
I heard geneosis say he has a mod that gets around the item limit.
but I am not ready for mods.
as for the signage:
it is not as good as antlines, but I am leaving it in, in case anyone wants to study the mechanism I used to deploy the turrets.
timing is crucial to increase survival rate of turrets,
& the items behind the glass & the laser / panel /laser catcher are all part of the mechanism.
plus of course the speed gel.
I will try your map again this week.
thankyou again for your help with mine :)
Thanks for the hint, that antlines "are" items! Sadly, sometimes they look even better. ~_~
But have you removed some of the irritating signages yet? Maybe they even count as items?
Ok, then I interpreted the open laser reciever right. ;P
It was a pleasure, helping with your exploit ^o^v
I'm looking forward to a suggestion of another map of yours to play,
when you finished "Splash indicator".
thankyou for you feedback. :)
they are treated as items. I tried adding 1 piece of glass & it would not publish.
so am up to the item limit.
I have removed some portable areas, as you advised.
thankyou for that :)
I will keep an eye on the comments, to see if people are getting traped,
because of leaving the cube behind.
but will leave this part the way it is for now.
as I think people are bright enough to take the cube with them.
& stairs should be deployed before they go there.
& thanks to you for spotting the exploit that enabled a player to go there without the stairs activated, & your recommendation to make areas non-portable, to stop this exploit.
(which I have updated, again thankyou :} )
also with my item limit reached, their is little room for altering this map,
without losing what I wanted to achieve.
How to destroy the cube, if you miss to take the cube with you to the .-x-square-cubeswitch and accidentally jump down to it? Simply remove the portalables on it's ceiling and good.
And I don't get, what the first laser-receiver is for. Finished without using it.
The turrets were easy to remove: on the way down in the funnel, just four portals below them. For info: I experienced always one turret to overbalance at deployment. It's 20% loss, so not too bad ^_-
I just subscribed to your map.
the screenshot with the turrets looks daunting. looking forward to it.
glad you enjoyed my automated turret deployment. (done in the basic editor).
sorry you found the signage confusing.
I tried to let people see the connections, but the map would not publish with antlines.
perhaps portal will do an update with more symbols, to avoid duplication ?
as for getting stuck, if you haven't activated the stairs:
destroy the cube, to try again.
Going through this map, I think, I have to #F4F my "Splash indicator" for you. Have fun! ^_^
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=111198145
Enjoy :)
will play again.
thankyou for playing my map.
I am glad you enjoyed it.
this map just started off as an experiment, in moving turrets around.
but keeping them alive, (the hard part.)
just let me know when & leave the game link in the comments please.
I have just subscribed to your "Water World" map.
I just had another look at this map.
I believe a lot of players will die due to the laser field.
even though we did it.
so I have lowered it to aid them.
added puzzle & other updates done, see description.
thankyou daloboy
I just subscribed to your map:
No 20: 3 small puzzles merging!
Please try another one of mine and comment. Thanks.
after activating the items in the turret chamber, the stairs will be activated.
on climbing the stairs, the open exit & deactivated laser field are straight in front of the player.
I thought the player would notice, & only have to make their way to the exit.
(without breaking the laser to laser catcher connection)
with regard to the turrets.
I have never seen anyone else get them to move like they do here & survive before.
so I left all gates & items visable, so they can be copied, if liked.
if you did not know, the button you 1st find the cube on, turnes off the laser field & fizzler in the turret chamber.
so if someone puts the cube on the button, before putting the laser in the laser catcher.
they will seem traped.
but if they destroy the cube, it will respawn & turn off the fizzler & laser field.