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ok
the only negative for me is treking back & for, to the middle, from the 2nd but last pedestal button. (I am trying not to give to much away here)
great choice of safety cube, took out 2 turrets, after slightly missing them.
(1 at a time 3rd 1 on target)
I just read comments about fizzler room.
you could remove the room, but keep the fizzler in the area where usefull.
I never used it, but people might think room might have panel which at some point will open, revealing an essential element, to solving the puzzle.
good map
The fizzler was there just in case you want to cancel your portals (people may not always think about using the white surface on tof of the exit for that). And the moving platfom is here to avoid acessing it when you are elsewhere in the test ;)
So the exact expected method was : Press button. Wait that the ball is on top of one turret. Place portals to stop the ball here. Go to the cube and remove it to drop the ball on the turret. Replace the cube and eventually fizzle your portals here to stop the levitation ;)
But i did not find intended use for fizzler in second part and the moving platform doesn't prevent any thing, i just can shot the portal from the other place =) demo [dl.dropbox.com]
But this map is really bad, the second room can fail too much and is easy to bypass, if you don't have the idea the objective can be really obscure and as you just show me, you can do the first part without 2 funnels X)
So I'm currently redisigning the map completely, will make a brand new map around this mechanism, a bit challenging if I can but in any points better than this one ^^
the effect of the 2 funnels gave me time to press the pedistal button on the floor.
then the cube droped onto faithplate etc.
this was very effective.
when all cubes exept 1 transfered to 1st room,
I put remaining cube on button, launched my self off faithplate, to reversed funnel.
went back to 1st room, put all cubes in funnel, the 1 on button last.
did not think I could use 2 funnels for cubes in first room. only 2nd ?
when I did see it, it made sense.
1st room: 2 cubes went past light bridge.
I placed 1 in manualy, from above, very aukward.
the other, I had to drop myself & cube next to funnel emitter.
then move the cube under the light bridge, to join other cubes.
less glass above would have made this easier.
twice while trying to place the cubes, I fell into them.
the 1 time I could not get away WASD & mouse did not help.
I had to quickload.
did it eventualy:
https://steamhost.cn/steamcommunity_com/profiles/76561197979332810/screenshot/918983254036635396?tab=public
Thumb up.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=75175206
I don't think thats your intension looking at your screenshots,
http://dl.dropbox.com/s/7ym6c3a36eav2xp/13381257750005.jpg
http://dl.dropbox.com/s/07njn6yunjpo4vr/13381257750000.jpg
http://dl.dropbox.com/s/f7l7j7nqaki838s/13381257750002.jpg
A) Tractor beam besides entering.
B) Jump plate on the floor
C) ) Jump plate behind the lasers
D) Button
Just move with your portal gun all cubes to the first room
Pros:
• Neat concept;
• Good use of engine-mechanics;
Cons:
• Tedious;
• Solution unclear;
Well done :)
And the button to reverse the funnel is here to allow you to come back in the first chamber, not to move cubes ;)
I didn't need the button in the second room to cut off the tractor beam changing the portals for the tractor beam worked to drop cubes on the faith plate .
When returning to the cage between the rooms, it took me a while to realize I can make a portal partially under the grate to get out , that isn't obvious, maybe remove the portable option on the other sides would make that more clear.
The levitation effect did lag me quite a lot, but at that point it's not critical.
Well done!
#F4F
Great map! Love the levitation.
The first button opens a panel, it's possible to portal behind that while on the button, but that gets you trapped up there in a cage to die. You may consider making that a cube button.
There are two ways to move cubes out of the second room. Not sure why the panel is there to allow for this as well, though I suppose it doesn't hurt either.
It's not really clear how many cubes you need to move from room 2. You won't know until later, when tinkering with the levitation.
And about the drifting issue... I didn't really found a solution that still requiere to use the levitation mechanism, I mean, all the solutions I found will work and stop the cube even with single funnel ^^"
So I bypassed the problem by changing the aim of the map to : Fill in the funnel ^^
I tried making a funnel that alternates polarity instantaneously that kikar suggested, but it did not resolve the drifting issue. But I ended up making some invisible low gravity funnels, and some quirky purplish funnels. Maybe I was just doing it wrong. I made a laser emitter start enabled while connected to a laser catcher it was already facing, resulting in a flicker effect.
I'm working on a fix to the "cube moves slowly" bug too...