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The "normal" way involves cube stacking and reseting, so you don't have to deal with short timing at all, but the solution is more... interesting ^^
I setup the cubes so I could fizzle them on the same island and still have enough time to "beat" the laser grid in a faith-plate race. I did this by using a number of advanced tactics, including air-control to push myself forward, approach of the faith plate prior to hitting it, and placing the cube at an odd angle so it took time for it to "slide" into the button. Even so, it took a lot of patience to setup and get just right and I ended up barely making it past the laser grid when it worked.
I was quite surprised when I saw Toncica's solution. It was extremely complicated compared to mine. I'll probably go back at some point and try to figure it out the intended way.
I'm curious about your solution, because timing shouldn't be that short (actually it's not even a "stress" timing). Adjusting cubes? I guess you did the toncica's way, there is an easier one not involving putting cubes on buttons diagonnaly so they don't trigger
Indeed laser is a part I don't like in this map: if I was able to build it on hammer, there would be a big-panel with "RESET" next to it. But it's necessary to avoid trap situation.
There is at least one place, on the island near the exit, where you can find yourself perminantly stuck. Did you mean to put a faith plate there?
This is the first map I've played with rotating faith plates. They were put to very good use.
I would say the logic is tougher in Cycle 2, but the execution is tougher in Cycle 3.
Overall, very creative!
What took me the longest in this map was figuring out the rules. For example, I kept triggering the laser and resetting the puzzle because I thought it did something other than resetting the puzzle. When I finally made it to the final switch at the end of phase one, I ended up reloading a saved game because I thought all it did was reset everything (i.e. the same thing as the laser).
After you understand the core of the puzzle it seems almost obvious, but getting there was hard indeed. It reminds me of a Rubic's Cube puzzle, different dimensions to consider and my memory failed so often because all of the cubes look the same. It would have been a great help to make two cubes a different type. Remarkable puzzle.
Walkthrough: http://youtu.be/Vjt1WqrUvZo
Your feedbacks (and LPChip's ones) were useful, no matter if you're in or out P2LC! Please don't feel uncomfortable, comments are very welcome ^^
Your inclined plate/ceiling idea is quite nice, but I must remember that if you enter an inclined portal, you will go out with angle, and.. that could be quite problematic. Actually, I'll upgrade the map very soon with this part changed, and with some other minor changes (signalisation..) but I have to make some tests first :p
As far as the faith plate, you could probably build to allow a natural drop-away and still retain puzzling goals. One possibility is an inclined plate/ceiling so that "reentry" and gravity dispense with finagling expected mechanics. It might add some variety and "direction" as well.
At any rate, you guys seem like a very elite group to be able to do these competitive builds. It's impressive considering all the physics that have to be taken into consideration with even small changes. Good Luck!
This "oopfp" (out of place faith plate :p ) is very required to the solution. I will think more about it, since you two agree it's "oop", but I have only a 2*2 square to find a cleverer way to do it. I don't want to make it easier (1st jump < 2nd < 3rd), but if that can make it more clear, why not.
So for criticism I have to agree with LPChip on what you call the "out of place" use of the faith plate. In fact you can use that same "oop" to get to the first button pedestal without even using the other end. Just put an elevated portal next to the wall while soaring and one by the "square" next to it to get elevated. Then portal beside the faith plate and "oop" in. But that's an exploit of design, not puzzle solving. Someone would not logically think that was intended as a solution, even if it got them to their next goal. Or at least I didn't.
Anyway I still give you plenty of credit for building a complex puzzle with clever and intricate use of assets and functions and timing. Way beyond my puzzle figuring. That's like Mensa or avid puzzler stuff. Cheers.
Fling action at the end gave me lot of trouble because I'm quite bad at jumping.. And because I couldn't use F6-F7 for demo, and got unlucky (and tired, and..). But when I created this, I built it so I could do it 10 times in a row without missing one, and that works. ^^'
I understand. 2nd and 3rd cycles are more a logic game, kind of Towers of Hanoi, and that's totally my point to force players to chain "elementary" actions and find the good order. You have no idea why I'm walking around in 3rd cycle because you didn't try it by yourself, so you didn't get the "rules" (which you can't really guess by seeing almost the shortest way possible to do it.) Enter the map, noclip to piedestral 1 and 2, then try.. I bet you will need 2 or 3 min.
edit: Here's a current version demo [www.dropbox.com]. Sorry for last jump, I failed 2 times :p
Will continue tomorrow! :D
Here is a DEMO [www.dropbox.com] (old version, but identical solution).
I don't understand "no sense of direction in this map". 4 buttons activated --> opening 3 symbols. Square = light bridge, X = glass panel, / = exit. Piedestral button with " . " opening panel. Piedestral button with "moon" opening angled panel. You can see all that from main floor. Only thing not indicated: piedestral button activating cube dropper. Quite a harsh comment, so please tell me more :/
You can try "Cycle 2" :D
I can utilize the first objective's elevated "faith plate" and use it to port into all portal areas but can't get the height I need for the second objective. I'm pretty flumexed but not ready to give up. I might try some other hard puzzles and maybe something will eventually click. If not, well, we all have our limits.
No spoiler on your link, since all the room is 100% visible all the time :) You're right after the 2nd cycle (congrats finding the solution, remember it for 3rd one) and you're stuck by portal jumps, because they don't give you enough height, right? Well your aim - I guess you know it - is exactly to go on plateform over your orange portal, to press piedestral button. And there is a way to get this lacking speed, involving the 2 others corners linked by light bridge. Remember your first first vertical jump.
@D.o.G. : "squaring" doesn't involve portaling indeed. 1st one gives you access to first piedestral button, 2nd one to second piedestral button (triggering angled-panel) and... 3rd one will allow you to reach exit.
Sadly though, I've gotten stumped. I "4 squared" and got to the first objective and finally figured out how to "4 square" under the new conditions. And I can get to all the visible white areas but can't get further. Maybe I glitched something. My second "squaring" didn't involve any portaling.
Have you a clue why there are these strange vibrating movments?
EDIT: Well, cube buttons are working just fine, thanks for comment. Map edited.
I'm just a bit sad that player can't anymore try the button by himself, but I agree that bug was too annoying..