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It was very satisfying up to that point, though.
Yes, I know I talked to you about this nearly 7 months ago. I did play it at the time, this is my run from back then
So glad I got this working. It was well worth it. Definitely one of the better No-Elements maps I’ve played - sufficiently complex, and not too too finicky, at least as non-finicky as angled-panel flings can be. It really puts basically your knowledge of everything in the main NE series to the test and is a really neat challenge to form the ultimate "connection"
Difficulty: 6/10 (I may rate this lower now, but this is what I wrote at the time, so I'm sticking with it)
Enjoyed: 8/10
I came up with this map after playing the No Elements collection by Mevious, Azorae, Gigopler, and Juggler. I had some ideas that I felt were left unexplored in the collection, put them together in this map, and - after quite some tinkering - a cohesive whole came out of it, connecting all ideas together :)
Huh, did not think that was gonna work. It actually did! Thanks for letting me know, tried redownloading and I now have the map :3
I went and checked whether other people are having download errors, and it's downloading fine for them. Could you try unsubscribing and then resubscribing to this map? I have had a couple download errors before when playing other people's maps where that fixed it. Let me know if it still doesn't work
It's crazy that it took me so long to hear about it, since I've been a Portal fan since 2012. The "no elements" series really demonstrates the peak Portal experience in my opinion. It's by far my most favorite puzzle style there is. It demonstrates what portals really mean: With a wormhole portal, distance doesn't matter. You can connect access and momentum to any place and angle that you are able to get a portal to. They don't have to be locally close to be used.
And I hope, that it inspires map makers to think more in terms of the unintuitive nature of portals.
I wholeheartedly agree with the issues of the game itself. The Source Engine really shows its age with the way it has to reload so much, and the mechanics they added to make portal placement and movement more accessible for casual players really hinder the more challenging maps. They all combine to be detriments for the more specific flings and puzzle ideas. Nice to hear you still had fun though :)
There's a jump I'm not a big fan of because you have to gather up almost maximum horizontal speed by walking before you jump and then still walk in the air a bit, but it's fine.
My only annoyances were caused by the game's janky movement and portal placement programming. Had to reload saves quite often because a portal failed to place or because the edge of my collision box got stuck on the edge of the portal for no reason (crappy funneling too).
The map itself is great though.
It took me one entire hour to solve it (and that's with noclip instead of saving and loading the game every time I fail)
Fear of losing a portal sometimes isn't good. It might be the only way to go forward. If you can get there again through some combo, that's the solution.
But, and that's the central hint for stuck players: Sometimes you can't take/extend your portal combination through one way, but you can through the other way.
Definitely the best No Elements puzzle I've played, if not the best overall.
Good job!
Thanks for clarifying!
As far as I can tell, the reason why a pause is possible is not because of people doing a little jump beforehand, but because people shoot their portal on the ceiling late enough to get the refreshing effect & pushing effect of shooting a portal right before they go through it, causing them to slow down enough to be able to direct their momentum or even able to walk out rather than being forced into the pit.
I haven't figured out any way to make that not be a thing without making things more complicated or difficult, unfortunately. Hopefully it doesn't happen to too many people until I figure something out.
End of story, I don't see the need of quaternary's remake (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=865518167) except that it prevents the player from pausing the final moves. But was that the intention of it?
I have to admit that taking a breath between all those crazy flings isn't the worst thing that can happen ^^
The only thing I see is that his solution paused the final move(s). You know what? That's exactly what happened to me, and I don't know why. If you don't mind, take a look at a gameplay video I made about that final move (German commentary, but I think you'll get the point :-)
https://youtu.be/kYsVVYqmiJQ
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