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If you update it, I'll be glad to test again!
My workshop .
3) If you can, I would recommend making the button/stair action more visible at the end. Perhaps you could move the rooms to be side by side and have glass separate them? Just an idea. I sent some time trying to figure out what that button did, then some more time to realize it was dead end. I figure being able to see what it does might lead to less frustration (IMO).
4) This puzzle has lots of ways of getting stuck, however, I don't know how to fix these issues without breaking the puzzle itself. I wish I could be of more of use here.
Hope this helps! Also, I like the changes you have done so far.
https://steamhost.cn/steamcommunity_com/profiles/76561198000487094/myworkshopfiles/
1) I think you can remove the upper portable surfaces (that are not block by angled panel) in the 1st room you get to with a button. Basically make it so that the player has to place cube on button to get out. However, this may lead to player getting stuck. I don't know what to do about that.
2) I was able to bypass the laser part of the puzzle in the "main" room. (Yes-- even with the new update.) Here is how: make sure cube is on cube button in main room, once you get other cube to 1st part of main room-- open portal on wall (2nd level up) and ceiling, drop cube through portal, go to other side... continue with puzzle. I am not sure if this is really a big issue-- just another way of solving the puzzle.
(Comments to be continued on next post.)
Speed running is fun :D I'm definitely going to design all maps, where possible, to be speed-runnable once you've worked out all the steps. I always loved how every puzzle in portal was almost 2 puzzles in one - the solve, and then refining the solve for speed/efficiency (either less time or portals).
-Flinging into the end is no longer possible, as its a bit too easy to find.
-Should no longer be possible to drop the cube onto the button in the "main" room, potentially bypassing part of the puzzle.
-Increased lighting in some areas, as I've begun using some PeTI mods including the Style changer, which seems to have a side-effect of making everything a bit less bright. So I've added some additional light strips so that everything is clear.
-Button in the "main" room now visible through glass, which means you can now see what it connects to without walking back and forth between the fizzler.
I tried timing myself running the map, although I did a couple silly things at the end that slowed me down. Final time was 7:10, but I reckon that could be reduced significantly in a couple different ways.
So yeah, there's still a few little things here and there that help speed you up if you wanted to, but I guess I can't really leave in methods that bypass entire sections because people will inevitably find them without first solving the rest of the puzzle :P
@The MAD Fool, You're right thats not the intended solution :P I discovered that solution myself and thought it was fun, a cool way to very quickly speedrun the map for people who like doing that sort of thing. However, I feel like it might be too easy to work that out instead of doing the entire puzzle, so I may have to stop it being possible. Also thanks for using spoiler tags ;)
https://steamhost.cn/steamcommunity_com/profiles/76561198000487094/myworkshopfiles/
To answer your questions: Yes, those are all "scenery" things, the intention is to make it feel like there is more to the area you're in than simply the puzzles you're trying to solve. As regards the room with the cube in the final room, its inaccessable purposefully, but I wanted that small three-room puzzle to actually be a solveable puzzle, if you were to start in the right room (which you don't.)
As for still being able to solve the main room the way you did, I'm not sure how you managed that, I'll have to have another look.
Right at the start I tried to fling into the exit room and that worked on the first try. Could bring the cube there and walk through the exit. A couple of question marks remain: what's with the other room at the exit with the cube in it, what's with the shaft leading up where you can see a laser field and a turret sensor, what's with the dropper opposite the laser field in the main room. Do these things have a purpose or are they there because of the "broken chamber"?
Also a couple other little changes that could be irritating.
I'm a fan of maps that allow speedruns by not locking down the process to complete, but in this case, it seemed more likely that people would solve it the quick way than the way it was intended.
Oooooh you did it without disabling THAT fizzler! Thats clever, and totally unintended... hmm, I'm not sure if I can stop that from happening. I might leave it in, speedrun tactics and all ;)
If the fizzler you mean is the one at the bottom of the stairs, then no, there's no way to disable that fizzler. The way you get the second cube into the "main" room is not the way I originally intended it, but I am happy for there to be more than one way to solve the chamber. Your method of throwing the cube through the laserfield doesn't cut out any part of the puzzle, its just a different means to the same end. :D
Many thanks for playing it though!
If you like to give feedback to one of maps after solving it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=126074936