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Anyhow, I understand if you wanna leave it the way it is... ;)
Glad you enjoyed it ;)
About the indicators: I would just show one arrow per pedestal button indicating where pressing it will move the room you're standing in. The thing is that it took me quite some time to realize that, from the initial position, the moving part of the chamber always moves up first, never down.
BTW, I forgot to say that this test chamber is amazinly good. I had lots of fun solving this :D
You did everything as intended, except right at the end...I assume the floating laser cube is the glitch that you're referring to, and no it isn't intended. You didn't notice that you could do exactly what you did to exit, but with one cube balanced on the other?
I considered making real indicators, the question is should they show where the room is, or where it's going to? Also how would I indicate this, maybe with indicator lights next to each of them?
I recorded a video of how I got out . I'm using a glitch and I wouldn't be happy if this was intended. Also, I think that you could improve this chamber by making the arrow indicators real indicators about where the room will be moving on pressing each button. Like it is now it's always a bit confusing I think. Ral indicators wouldn't make the puzzle easier but the navigation in the chamber.
But to much confusing for me, cause first i would lose my portals then i wounldn't.
It took sometime to figured this chamber out.
I'll differently check out more of your work Prototype.
I agree that you shouldn't make the whole floor solid just to create a "small hole." I'm not sure exactly how you might convey that a certain 1x1 square is "important." Make a 3x3 section of floor solid, then put a 1x1 glass in the middle of that? Or do some Hammer trick to put little arrows in the glass? ("Arrows" idea inspired by the level "Decay 3.")
It could even be the addition of an earlier room in the level that is totally barren except for a laser on the wall, a laser catcher in the ceiling, and a reflector cube. ("Early foreshadowing" idea inspired by Mevious.)
I'm totally blue-skying. I think maybe I enjoy brainstorming design ideas more than I do playing the game! :-)
I believe valve made it that way to allow easily aiming the cubes. I thought it was fairly well known that you could point a cube upwards And following your logic in part 2, "unless I was under the cube looking upwards", you're holding a portal gun, and that floor's portalable... portal on the wall and a portal on the floor. Hold the cube through the wall and viola it's pointing up
About the small hole idea, I considered it, but I think making the rest solid would make it harder if you can't see the whole puzzle at once. (it may take the player a while to even find the exit)
Thanks very much for playing and the comments/demo's, I'll play that level soon.
If so, can you please check out my new level? -- Save the Cube, Kill the Turrets
Now that I know the trick, I went back and read all the comments, and I think I agree with something that BadMoon might have been trying to say -- about how you could give the player a hint.
Maybe he meant that rather than having the whole ceiling be glass, instead have a lot of it be solid, with a single 1x1 glass hole -- telling the player "Hey, there's a reason for this single hole here"...?
To be honest, even with that hint, I'm not sure I would have figured it out. Once I believe that a certain action is 100% impossible, I don't usually try to do it. :-)
I did figure out that I could yo-yo up and down by the elevator button , but without the extra piece of info, my brief bit of athleticism was just me havin' a bit of fun!
This level is very clever! It has trickiness to spare! I wonder, if it would be worth considering a slightly different solution that would be solvable by a more casual player (like me).
The solution to this level involves a partial "correction" to the flaw built into the original game -- the inability to aim a cube any direction you would like. It turns out a player can now point a reflected laser upward as well. (Is this already well known in the Portal community?)
Without knowing that, I was dead in the water.
I actually *did* try standing on top of the cube and rotating it from above. I figured maybe the game engine was screwy enough that [/spoiler]the cube would shoot downward, since I was working on it from above. (After all, it always fires *forward* from my position.)[/spoiler] But that didn't get me where I wanted. And, boy, in no version of my mental picture did it occur to me that I could get the laser to emit *upwards*, unless I were somehow down beneath the cube, looking upwards.
Interesting... I was totally unable to keep the faithplate open without using both portals on it , so I just watched most of DeathWish808's playthrough. I have a couple observations:
1. His Portal-brain works at least ten times as fast as mine. While he finished in 10 minutes, I'm sure I wouldn't have finished in 100 minutes. I probably spent 10 minutes just sticking cubes inside the rotating panel apparatus!
2. Reflector cubes have always had a built-in physics issue. Specifically: Why can you only aim them certain directions? If a real life reflector cube existed, I'd be able to aim it any direction at all -- X, Y or Z. However, I guess Valve decided that the interface couldn't support that, so they put an artificial constraint on it: You can only fire it horizontally, straight forward, in the direction you're facing.
I guess I accepted Valve's constraint long ago, to the point where I don't even question it.
http://www.sendspace.com/file/zyvgh9
I'm stuck, for now, but I sure have learned a couple interesting tricks you can do with one of those flippable panels and a couple cubes!
I take it I'm on the wrong track if I'm trying tricks like this:
http://www.sendspace.com/filegroup/7Dk2Cb6X2XUNz7q5%2BM%2B54g ?
https://steamhost.cn/steamcommunity_com/id/lorddhaf/screenshot/884115325739317079
Since you obviously like tricky puzzles, you might like this one:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=154380850
Should you find the time to play it, please leave a comment!
Perhaps if I made an easier map you'd enjoy it? (In reference to the end of your video "I hated every minute of it")
@DeathWish808 sorry, I accidentally deleted your comment while selecting the window
You used a "different" way to get the second laser cube, but that was never meant to be very hard. You're method to turn on the laser is the intended one, although it's easier if you put a portal on the floor next to the pedstal and jump through that (instead of placing both in flight) The (floating cube) ending obviously wasn't the intended way, I may try to prevent that.
I'm curious as to why you stood on the boundary (jamming the moving room) and shot a portal? I can set the room to kill you if you jam it, but was hoping players wouldn't try it...
Cool concept as well. Never played a map like it. 5 stars!
I do play maps to beat them, but first priority is to break them if I can. I think I did at least 1 or maybe 2 things that's not intentional. Let me know.
Blind Playthrough: http://youtu.be/gzCoHuyJb_k
I first discarded the idea of keeping the momentum throughout the rooms, cause there was nothing really obvious to start from. It's just a lot of work, if you are not sure that you can reach the button afterwards.
The idea with the glass ceiling is more a personal aversion for pushing turned cubes through the room. For me it's like doing the dishes. ;-)
But again, really great map, thanks for that!
I still don't really understand your suggestion...I'm guessing the portalable plate would be on the ceiling in the lower moving room but I don't understand the second part...most of the dividing section is glass?
To turn the plate without a portal I put one cube in the lower and the other cube in the upper stationary room. The one in the lower I turned upside pointing through the glass ceiling to the upper cube which finally turns the plate. With the rooms in normal position the plate turns without the need of a portal and with the possibility to move the rooms without destroying the cubes.
For activating the laser I moved the moving rooms totally up and started in the lower moving room, which is the only one with portable plates high enough to get momentum. From there I changed in the upper stationary room near the button for moving rooms. While keeping momentum I pressed the button and moved the rooms in "normal" position. Then I placed a portal on the turning plate to jump to the button to activate the laser.
I know some of your other maps and considering THEM this solution is imho quite practicable.
It's easy/medium relative to the rest of my puzzles. For long time players it should be quite easy, but for new players it may be medium. (or possibly hard)
Activating the second laser is the hardest part. You could give a little hint, otherwise I expect some people to become frustrated. E.g. place a portable plate on the ceiling and make the ceiling out of glass where you can turn the cube.