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The linkage of the button controlling the L/B, elevator & (fizzler) above was nearly un-noticed; I originally thought it was yet another Source 2001 bug (becoming invisible through glass) until I noticed it was active again after.
Other than that, thoroughly enjoyed.
I thought this was a really neat map.
...I did not immediately realize that the the round button was not important to something else in the level. I could blame the fact that there wasn't a sign from the one pedestal button to that fizzler, but I'm not sure I even registered the connection at the time. Even now I am not exactly clear on why I'd want a button to disable that fizzler, since it doesn't seem to matter.
Thumbs up!
Solution video
The middle area was very cluttered, so I got confused real quick.
Thumbs up!
I won't be revealing too much by saying that you should take a moment to consider whether you have yet pressed every pedestal button in the chamber. That should get you on the right track. You're actually the second person that needed a prompt at this point in the chamber. I wonder if perhaps at a subconscious level the overgrown design makes an out-of-reach pedestal button just look inoperative rather than an integral part of the solution. Or maybe some other design element needs to be changed. Anyway, you have your clue. Let me know if that gets you unstuck.
After pressing the button-activated switch in the laser field room, it activates an angled panel near the cube dropper. (I know that's there if you accidentally fizzle it it will go to the main area) I now have the cube in the main area but I have no idea what to do after that.
The changes that are made honestly make the test play like night and day. I'm glad that the feedback was beneficial ! (I realised that was pun as I typed it, but decided to keep it in anyway.)
I noticed the bug too, that is very weird. What's it getting caught on I wonder?
Also, in the early stages of the chamber, there's an annoying glitch where the cube will stick to the light bridge and not fall properly (about 30%) of the time. I can't figure out a way to prevent this. To help, I introduced a fizzler. But this does not fully solve the problem, and the glitch may still cause some annoyance for the unlucky players who encounter it.
I could eliminate the two lasers in the main room. But without them, would the player know to bring the cube with them to the final stage. Is that a bad thing? What do you think? I invite any other feedback you have to offer. The chamber is definitely improved as a result of your observations.
the greatest challenge is to suss out what needs to be done. Even when you do pick up the thread, the way the chamber is designed as a path, means that if you make a mistake, you have to reset your progress. For example when you use the lightbridge and the timer, there's no room for any delay, resulting in liberal use of the quicksave key or resetting your portals again. Dropping the cube on a bridge, or accidentally fizzling it resets the chamber as well.
I'm sorry if this comes off as unduly harsh, because I like the ideas of the chamber. I feel like the design and player connivence could use some work though. I hope this feedback helps!
First off, well done on the conversion of this chamber into a decayed theme! It improves the look substantially and actually removes one of my complaints about the initial build, that it was not very well lit. However I did have another issue that is preserved throughout this stylistic change. The chamber feels like the skeleton of an interesting test trapped in over-design. There's good ideas on the table, I like the use of the piston platform as an impromptu timer to block the laser. However a player is confronted upon the beginning of the test with four laser emitters, three lightbridges, fizzlers, laser grids and it's overwhelming.
I stumbled onto this in newest chamners quickplay and its competence amazed me! Very nice!