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I will confess that the layout for this map is much older than even the publication date, and so some of it is definitely a bit clunky. You are right that those two ledges are "equivalent", and probably can be connected in some way. I'll definitely keep that in mind if I come back to give this map a relayouting, though for now I have some other projects on my plate. Thanks for the feedback!
The needed quicksaves and quickloads for me were a bit too much at one point. And also, since I can't use portals all the time, walking from an area to an area got a bit tiresome (On that note - connect the two upper ledges above the giant staircase with a glass walkway. They are connected by the stairs anyway, so why not? That seems like a minor thing that would only shave off a second or two of walking time, but I think it'll make a great difference).
But those are minor complaints next to the awesomeness of the chamber. Fantastic job!
@hub
https://youtu.be/5hfs1YoDe54
@SpielSatzFail Thanks a ton for playing and for your feedback! Glad that final sequence was so rewarding. Unfortunately, execution difficulty was always going to be tricky with this setup - I spent some time trying to make sure the portal gun would be given as quickly as possible to the player, but there was only so much that could be done. The point you bring up about those angled panels is exactly why I tend prefer vertical flings onto flat surfaces, haha; the best I could do was try to make the player have to do a 2-panel fling on one at the beginning to show that wouldn't be enough. Regrettably, I think the music bug is a fault of the current BEE version, which is important for getting the red tiles positioned nicely.
Another drawback imo is that since you don't have free portal shots most of the time you can't test the momentum that is needed (how many panels do I need to calculate for which obstacle? , especially for the ending move: three panels of height for the angled panels, then four panels of height for the exit ).
Unfortunately there still is that music bug (music disappears with F7). F6/F7 on the other hand is needed a lot because once you screw up a situation and you're out of momentum you cannot simply return to it. So since I like to avoid noclip I was stuck between a rock and a hard place ;-)
What I want to say is that in the end the final sequence is heavily satisfying and rewarding and makes it all worhtwile!
Just when you think you know pretty much everything in terms of No Elements, someone comes along and takes away your Portal Gun :-P
Great job, nice new element, though I clearly see the map in the legacy of No Elements :-) It brings the concept to a whole new level. Thumbs up! Never thought Overfed Looparound would become a walk in the park one day ;D
It tended to get a little frustrating to me when I had to find all the connections, it got even worse because some moves towards the end had to be done really quick. When you have to rearrange portals from ceiling to floor and you wait for the zone to give you the portal gun, it's better to start hammering your mouse button beforehand ^^' also there are situations in which you need to know where (in which direction) to step off or else it's too late...
@可砸 Glad you enjoyed that ending! Your playthrough is entirely correct.
My playthrough