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Thanks for the playthrough as well!
But i did it, except one part... but did it... i guess, can we not count it please? xD
My playthrough:
https://www.youtube.com/watch?v=M4dE7OSiXPs&feature=youtu.be
From what I've seen when people have trouble with that technique it's usually because they're trying to reorient themselves and that's not necessary. Fly up, look back down and re-fire portal after passing through. I think people forget that the portals will auto-correct you if you're upside-down.
was building height with orange gel. I know the technique but I'm not very good at it xD Thumbs up and favorited!!
Overall I think you did a great job and I wouldn't change a thing. Thank you all.
In the other chamber I could not figure out how to get any height so I used a trick I sometimes resort to. I don't know what to call it but you shoot a portal as you enter rhe same color portal and you gain momentum. That's the only way I could think of. I have since watched the walkthroughs and some of that is a little confusing. Maybe it was just me but it seemed like there were item not needed.
Here's my blind run .
I would not change the light bridge to angled panels.
they are slightly slower to deploy, & if the light bridge goes through your body.
it lifts you up, aiding the player.
so changing it to panels, would make it more difficult.
I did enjoy :)
I like something different, & this sure was.
you could also try something I used in my map, Have Faith.
an alternating light bridge. (though mine I made invisible, with basic editor)
but you can pass through an alternating light bridge.
but you can also walk on it. (if the frequency is right)
down side is it's noisey.
what if the idea of a pedestal button at the correct hieght,
permanantly activates the light bridge & a flip panel above it, for later ?
here is my workshop address:
https://steamhost.cn/steamcommunity_com/profiles/76561197979332810/myworkshopfiles/
you can take your pick.
they are aimed at easy to meduim difficulty, with occasional hard parts.
sideways funel, instead of light bridge, may work ?
as for valves tests, we do forget, as most people use the basic editor,
which is more restricted (me included).
though I do try to push the editor to the limits on some of mine.
So... should I change it to angled panels that come up so it is like the Valve maps? That might be possible if I don't hit the entity limit since panels "cost" a lot more than a single lightbridge.
I could talk about this a lot, but I had to do what I had to do to keep things clean. Also, I could have left the lightbridge out completely because you can make it up top without it, but some people would have difficulty in getting that extra height, hence the "You're close enough, so here's a bridge to save you some frustration."
I hope that helps to explain that one element a little more and why I will (most probably) never change it.
Yes, it's not expected for it to come on, but it's no different than in Valve's tests where you are wondering how you're going to get into the exit, but you just fling and then magically a panel(s) rise up to catch you. No different. I think most people forget that it is done so much in the original game.
Anyway, thanks for the feedback and hope you liked it.
perhaps a pedestal button, with signage, at the correct hieght.
that permenantly activates the light bridge, would help the player.
to continue, with the correct solution ?
very good, very hard map.
I don't know about thinking out of the box.
I think you threw it away :)
I failed at getting up to the turret area.
because not getting enough height, the 1st few attempts.
I thought getting the height I needed, was imposible (at least for me).
I did not know the light bridge would activate by proximity. (nor could I)
I watched le masters video, to see how to get to the turret area.
thankyou Le Master :)
but then stopped watching & completed the rest, on my own.
both side chambers nearly beat me.
but those AHA moments :)
tricky implementation of solutions & critical timing, also added to the difficuly.
how low does the cube need to be & when do I enter the funel etc.
but I am almost very happy that I completed it.
if I did not needed watch the 1st part of the video.
then I would be very happy.
I will have to settle for happy :)
https://vimeo.com/70705027
There's a lot of failure in it, so prepare to be frustrated watching it.
I appreciated when the level ensured that a player would not have to make the exact same difficult set of moves twice. (I can only think for sure of one exception there; not bad for a level this big!)
My least favorite moments were the ones that required more agility than I could reasonably offer. My favorite moments were probably all in the room with the funnel and the lightbridge -- the room I was able to solve without cheating.
I'm giving it a THUMBS UP, because I definitely hope its target audience gets a chance to try it. This level really had cleverness to spare -- for a player who is so good that he's having trouble finding a challenge.
Hopefully, you can think of a word that conveys the difficulty better than "Hard." That should prepare people for the challenge that is to come.
Very clever puzzles. In fact, so clever that they make me realize that I don't actually "think with portals" all that well. They also required a lot of agility (IMO). My guess is that you guys who built the rooms are such ninjas that you can't imagine what it's like for us normal folk :-)
By quick-saving and reloading a lot, I was able to get through one of the three rooms without cheating. And that felt like quite an accomplishment!
I realize the difficulty is by design, but I'm not sure the word "Hard" really conveys it. Taking a cue from Quake, you might need a word other than Easy-Medium-Hard to describe this difficulty level, like "Nightmare," or "Double-Plus-Hard," or "Super Fire Hard," etc.
I think there are two puzzles that require finding a middle ground in between an object's slowest and fastest possible speed (hoping I've described that well enough) that I found especially perplexing.
Would you like to try one of mine? My chambers are not hard to execute (like this one), but they can be quite hard to figure out. This is the latest:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=154380850
It doesn't use any exploits such as the momentum hopping, etc that I played in your last map. I call that an exploit because it's not something most people are aware of and is not a part of the regular game in any way. The first room fling is just a variation on many types of flings that are very similar in the single player and other people's maps.
Watch the walkthrough video for that part and go from there.
It was pretty nice. The room to the right with the randomly placed portal surfaces could have better direction, I was not sure what I was trying to achieve since the pedestal button is almost not visible from the ground and the two buttons with invisible connections did not help to make clear what the actual goal is.
Here is a demo file with my blind run (40 minutes): https://dl.dropboxusercontent.com/u/16159596/cohesion_toncica.zip