[sp] Challenge accepted

by SymphonicThunder · Uploaded Jun 06, 2011

Screenshot 1

File Size: 2.69 MB

Downloads: 344

Rating: (7 votes)

Description

"I've got a challenge for you after this next test. Not a fake, easy challenge like last time. A real challenge, without impossible moves." Location is the completely restored Aperture Science facility.

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SymphonicThunder • Jun 06, 2011 • #50305
5 posts

"I've got a challenge for you after this next test. Not a fake, easy challenge like last time. A real challenge, without impossible moves."

Location is the completely restored Aperture Science facility.

File Name: sp_challenge_accepted.rar
File Size: 2.69 MiB
Click here to download [sp] Challenge accepted

xdiesp • Jun 10, 2011 • #50306
1,078 posts

Classic flinging puzzles in a not so polished clean style. Not much of a looker, and easy if not time consuming for the much ground to be covered.

SymphonicThunder • Jun 11, 2011 • #50307
5 posts

Thanks for the feedback. This is my first map and at least I learned a lot from the building process.
I tried to match the puzzlestyle to that of the singleplayer campaign. Next time I'll try to invent new puzzle elements. A bit more variation might be more fun.

Could you explain why you call it Classic flinging puzzles? I'm almost certain that flinging yourself is not part of the solution. I thought it was barely possible.

xdiesp • Jun 12, 2011 • #50308
1,078 posts

I should have probably said: flinging and much platforming - that must have been burnt into my memory after a hundred tries, who knows. If you went after the campaign look, I'm not seeing it - big box with big steps to climb through series of blue jumps.

version2_1 • Jun 23, 2011 • #50309
20 posts

I did not like: One angled panel was just for confusion?!

SymphonicThunder • Jun 25, 2011 • #50310
5 posts

You had to use it to get the blue paint on the target, so you could bounce to the exit. Did you find another solution?

SargonAnkro • Jul 01, 2011 • #50311
19 posts

I've got a lot of trouble with flinging to the exit, after few tries I give up this way of solving. Instead I put a gel anywhere where it's possible & start jumpng from the big stairs to the exit.
I think that the other solution is: fling through the angled platform (first portal) & platform at the ceiling (second portal), jump onto wall with gel on it & then jump on tagret place on the floor and ther to the exit. But I never managed to solve it in this way.

SymphonicThunder • Jul 01, 2011 • #50312
5 posts

Flinging towards the exit is, as far as I know, not possible.

Unfortunately I hadn't foreseen your solution; it skips the most difficult part of the puzzle and is (probably) less fun.

The intended solution;

Use the angled panel to get paint on the target on the floor, then pick up the cube and place it back on its original button to gain acces to the lightbridge again. Use portals to create a bridge leading towards the entrance of the big chamber and jump on the target to bounce to the exit.

quatrus • Jul 03, 2011 • #50313
1,047 posts

I used all the effects to solve your puzzle, worked well. Thanks for creating.

Djinndrache • Jul 29, 2011 • #50314
1,442 posts

I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:

ZDUrlDEY9Nc
(Link: http://www.youtube.com/watch?v=ZDUrlDEY9Nc)

Also note the video description for more feedback and my signature for additional project information.

SymphonicThunder • Jul 29, 2011 • #50315
5 posts

I've seen some of your playthroughs and was waiting for the video of my map. Thanks

You completely followed the intended solution (though other solutions are probably only slight variances) and did it pretty fast as well.

KennKong • Dec 16, 2011 • #50316
942 posts

The surprise start was a nice touch, but the teleport(?) didn't make sense (unless the faith plate was on a elevator?) The rest of the map is somewhat typical of first maps: a small puzzle in a big room. At least you got some reuse out of some elements, so the puzzle wasn't completely linear. 3/5 from me.

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