File Size: 2.89 MB

Downloads: 1075

Rating: (18 votes)

Description

This map is not in the really difficult category from a puzzle perspective, however it does require some quick and accurate portaling, especially in the second chamber. There are two chambers included, the second one being harder than the first. The two chambers revolve around flinging cubes and balls. Version 1.2 fixes an issue with cheats in the first and second chambers and also fixes up several other little issues.

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Mattyd • Jun 19, 2011 • #51590
49 posts

This map is not in the really difficult category from a puzzle perspective, however it does require some quick and accurate portaling, especially in the second chamber. There are two chambers included, the second one being harder than the first. The two chambers revolve around flinging cubes and balls. Version 1.2 fixes an issue with cheats in the first and second chambers and also fixes up several other little issues.

File Name: sp_cube_fling.zip
File Size: 2.84 MiB
Click here to download Cube Fling

Lpfreaky90 • Jun 19, 2011 • #51591
2,842 posts

Quite ok map.

First room felt like doing the same trick twice, then doing the same with a cube as what you did with yourself.
I think the room was a bit too easy, however, it looked and felt good.
I really liked the fact that you could enter an obersvation room !

the second puzzle was quite tricky but nice.

EDIT: I was able to launch a cube to the button in the second puzzle by just jumping down, placing a portal and then get launched and portal-ed back. That's a serious problem
3/5

(if you fix this issue it'll be a 4/5)

mironos • Jun 19, 2011 • #51592
66 posts

Not bad, but I think it still needs some tweaking.

The only challenge to the first chamber is that the smaller panels can make it sometimes hard to get a portal to stick -- otherwise, it's super-easy. Maybe something a bit more difficult to figure out?

In the second chamber, the concept is interesting, but part of the challenge again is that the portalable panels are so small, which can make it a bit difficult to execute on the solution (not necessarily difficult in a good way). Though I'm new to mapping myself, and haven't tried this yet, I've read about portal bumpers, which can help players to more easily place portals on smaller panels -- that may reduce the annoyance factor a bit.

I'm with the earlier poster, in that I loved the fact that I got to look back into the first chamber when heading for the second!

The last comment I have is that I think you'll need to do some detailing/finishing work -- everything looks a bit too uniform. Maybe vary the textures a bit more, put in some props and lighting, etc.

You have a decent start here, and this map shows some potential, just needs some more work in my opinion

Zig • Jun 19, 2011 • #51593
14 posts

Hi there and thanks for mapping.

I completed your map but didnt really see the difficult part in chamber two.

The concept is interesting but what makes "fast" switches complicated is when you are yourself flying, i would love to see myself the cube, and have to do that trick to reach the end.

Anyway i liked the idea, reminds me a bit of that map "fast reflexes" smthing like that, you should mb check that map (coop map), it should give you some ideas.

Keep going !

I gave a 4 cuz it wasnt as difficult as i expected. The fast switched in the intro turned me on, and i end up a bit disappointed.

matrixbandit • Jun 20, 2011 • #51594
16 posts

Great map! I love the consistent design, especially the soft window lights.

My only complaint is that the name is too obvious. It should be something unique, something that no one else will ever use as a map name. I don't even care if it has nothing whatsoever to do with the map, it just needs to be unique.

Mattyd • Jun 20, 2011 • #51595
49 posts

Thanks for the feedback everyone,I will have a bit more of a play around with some of the suggestions here.

lpfreaky90 wrote:

EDIT: I was able to launch a cube to the button in the second puzzle by just jumping down, placing a portal and then get launched and portal-ed back. That's a serious problem
3/5

lpfreaky90 I'm a little confused as to how this worked, could you try explaining this 'cheat' so to speak again?

Endrey • Jun 20, 2011 • #51596
26 posts

as soon as i figured out that there actually was a portable zone where the cube in chamber 2 falls down to - i got it done on the 1st try - may be highlight this area with a sign - map 1 was simple - but still enjoyable

3,5/5 overall

smwlover • Jun 22, 2011 • #51597
68 posts

The way to get the ball is a special one I never used before. And in the second chamber putting blue and orange portals in turn rhythmically is fun. Great map, though a little bit easy. 5/5 overall.

PieGuy950 • Jun 22, 2011 • #51598
133 posts

Nice map!Also pretty tricky. I liked the timed panel idea. I would suggest you put some indicators in the second room showing you the cube dropper. It took me a bit to figure out where it was :/ Other than that, great map!

Enigmaphase • Jun 23, 2011 • #51599
110 posts

Hi, I just played through your map. I think you've got some good ideas here, but the map could use some polishing up. Here are some issues that I encountered in my play through:

1) In the first room, the two aerial faith plates that are used to shoot the spheres do not take kindly to a Chell standing on them. In fact, they seem to go into an epileptic seizure and subsequently crash my game when I jump on them.

2) Also in the first room, before you press the button to open the exit door, there is an invisible floor in front of the exit.



3) This is not really a problem, but I thought I'd mention it anyway. In the first room, it is possible to solve the puzzle without using the third aerial faith plate at all. However, this is more difficult than the intended solution, so it's not really a shortcut.

4) The second room's intended solution was quite enjoyable. However, that chamber can be beaten in about 10 seconds without using any portals. Simply grab the cube, walk to the edge above the left faith plate, crouch, and drop/throw the cube onto the afp (crouching makes it easier but isn't necessary). Then jump onto the other afp yourself.

Happy mapping my friend!

Mattyd • Jun 23, 2011 • #51600
49 posts

Enigmaphase wrote:
Hi, I just played through your map. I think you've got some good ideas here, but the map could use some polishing up. Here are some issues that I encountered in my play through:

1) In the first room, the two aerial faith plates that are used to shoot the spheres do not take kindly to a Chell standing on them. In fact, they seem to go into an epileptic seizure and subsequently crash my game when I jump on them.

2) Also in the first room, before you press the button to open the exit door, there is an invisible floor in front of the exit.

3) This is not really a problem, but I thought I'd mention it anyway. In the first room, it is possible to solve the puzzle without using the third aerial faith plate at all. However, this is more difficult than the intended solution, so it's not really a shortcut.

4) The second room's intended solution was quite enjoyable. However, that chamber can be beaten in about 10 seconds without using any portals. Simply grab the cube, walk to the edge above the left faith plate, crouch, and drop/throw the cube onto the afp (crouching makes it easier but isn't necessary). Then jump onto the other afp yourself.

Happy mapping my friend!

Thanks for the heads up, I have fixed the issue with the cheat in the second chamber as that was most pressing. I'm not sure why the ledge is there, there isn't anything in the file that should make it do that?!

And the Chell hating aerial faith plates no longer hate her so much

Djinndrache • Jun 23, 2011 • #51601
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:

U0Vf-UmFEi8
(Link: http://www.youtube.com/watch?v=U0Vf-UmFEi8)

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

xdiesp • Jun 23, 2011 • #51602
1,078 posts

Glitchy 2-parter map offering dignified Clean looks and game breaking bugs. Puzzles are mostly catapult based, but testing elements seem redundant and easy to break through - see for yourself:

1NIIYrQDXOs

Bugs: 2 catapults at the start make you crash; the last one misses the target 50% of the time, spelling death; no cubemaps; entering this panel deals you water damage http://i212.photobucket.com/albums/cc12 ... -27-45.jpg and nodraw surfaces here http://i212.photobucket.com/albums/cc12 ... -04-16.jpg

Mattyd • Jun 25, 2011 • #51603
49 posts

Djinndrache wrote:
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:

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

Many thanks for this video, it is extremely helpful from a developer perspective, and I am working on a few adjustments to make the map work better

Mattyd • Jun 28, 2011 • #51604
49 posts

xdiesp wrote:

Bugs: 2 catapults at the start make you crash; the last one misses the target 50% of the time, spelling death; no cubemaps; entering this panel deals you water damage http://i212.photobucket.com/albums/cc12 ... -27-45.jpg and nodraw surfaces here http://i212.photobucket.com/albums/cc12 ... -04-16.jpg

Ok the latest update should fix these

KennKong • Jan 28, 2012 • #51605
942 posts

It was easy to figure out what to do, but the second room just wouldn't work for me. I keep getting bad bounces out of the portals, so that the cube falls into the water before the last one. The one time I got it to the fifth panel, it didn't fall through the portal in the low panel.

This sort of quick aiming is usually very difficult with a controller, but if you rely on timing in your head instead of with your eyes, there is actually plenty of time to turn and shoot. You just don't have enough time to look, then turn.

I liked the concept, but it just wouldn't work for me. 3/5, but only because I've watched Djinndrache prove it works.

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