File Size: 2.58 MB

Downloads: 470

Rating: (8 votes)

Description

My first map ! If you like buttons of all kinds and hard lights, you will love this testroom =)

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Altaris • Sep 25, 2011 • #56843
6 posts

My first map !
If you like buttons of all kinds and hard lights, you will love this testroom =)

File Name: 3Items - Altaris.zip
File Size: 2.58 MiB
Click here to download 3Items

benvent • Sep 25, 2011 • #56844
154 posts

The map was good but the exit door switch needs to be labeled as it is very difficult to see the exit door from across the room through all the fizzlers.Once the edgeless safety cube is in place it blocks the view of the exit door and I didn't notice it open. In the exit elavator some of the screens appeared in front of the elevator shaft when they were actually behind it. May just be something with my system though. Anyway, nice job.

Skerik • Sep 25, 2011 • #56845
59 posts

Is it normal that I start without a portal gun?

thomars.dm • Sep 25, 2011 • #56846
101 posts

is there ment to be no gun at the start ???

Skerik • Sep 25, 2011 • #56847
59 posts

Thomars, I have the same problem as you and I also have it in Aperture Science test 1.
In the console I have this:
[@ITERATOR@] 2
[map] "sp_fizzled_panels_ch2"
[index] 1
[foundMap] false
[portalGunSecondCommand] "upgrade_portalgun"
[portalGunCommand] "give_portalgun"
[this] TABLE

I don't know why the fizzled panels name appear there!

Random • Sep 25, 2011 • #56848
171 posts

(Not related to this map in any way, but I'm going to download it)
^Did you guys remove the fizzled_panels map .vpk after playing it? Some vpk's interfere with the game transitions, and I think that map's creator warned about it.

Skerik • Sep 25, 2011 • #56849
59 posts

Yes i just have done it and it works.

Jishdefish • Sep 25, 2011 • #56850
9 posts

Wonderful map. Well done. It took me a little while to clue in as to what button needed pressing to open the end door, but it did add to the difficulty (as I ended up trying to and solving it by pressing all of the middle column buttons with the cubes and sphere).

stides • Sep 26, 2011 • #56851
11 posts

Good map but it should of had more direction as to what buttons needed to be held down to open the door. There was no indication that the center buttons were important in opening the final door as they also caused light bridges.

Altaris • Sep 26, 2011 • #56852
6 posts

Hi all, thanks for your comments
First of all, it isn't normal that you appear in the map without any Portalgun nor Potatos. It worked fine for me, I think the issue comes from your side.
However, it is true that the first middle button open the door isn't very clear, I'll work on it if I update my map
Anyway, it is pleasant for me having those feedbacks on my first published map =)
I'll see you in another testchamber ^^

quatrus • Sep 26, 2011 • #56853
1,047 posts

Map has great potential, maybe need a little guidance as to the solution. I got the wrong cubes on the buttons and then there was no autosave for the beginning, so I had to start over. Got a bit tedious until I realized I had the wrong buttons matched with the 3 types of cubes...? Thanks for creating.

Jane_Doe • Sep 27, 2011 • #56854
37 posts

A nice puzzle, kept me scampering all over for a bit, though I'll have to agree with folk asking for a bit more clarity regarding what buttons do what.

Indicator lights would be good - obviously a bit tricky for the central buttons, but maybe a tick/cross symbol on the pillar above each could start the indicator trail?

Also I too had the odd effect in the exit elevator that benvent mentioned - as shown here :

http://bit.ly/of86sa

It jumps from panel to panel as you circle the elevator too - not disruptive, but might benefit from a tweak and a recompile.

Anyway, thanks for mapping!

Djinndrache • Sep 27, 2011 • #56855
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:

yKMBY6F1qR0
(Link: http://www.youtube.com/watch?v=yKMBY6F1qR0)

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

PCdoc • Sep 27, 2011 • #56856
245 posts

This was fun until I reached the end - then I spent an hour trying to figure out how to open the door and rage-quit.

There was absolutely no indication of how you had to place the 3 objects to open the door.
And since there are 3 objects and 27 buttons, that makes for hundreds of possible combinations.
The end really, REALLY was bad. Sorry but I was psyched after all that work to finally reach the end - only to find out there was no indication as to how to open the door.

pfalstad • Sep 29, 2011 • #56857
79 posts

Clever puzzle! I don't usually care for maps this complicated.. I even had to take notes to figure it out. But I kept at it over several days, and it sure was a good feeling when I finished. Thanks!

pfalstad • Sep 29, 2011 • #56858
79 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.

Nice trick at 8:04.. I tried to climb into a portal above the buttons several times without success, but never thought of standing on a cube. That would've come in handy...

KillerBeeGees • Sep 30, 2011 • #56859
40 posts

pfalstad wrote:
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.

Nice trick at 8:04.. I tried to climb into a portal above the buttons several times without success, but never thought of standing on a cube. That would've come in handy...

Seconded. Completed without having to do it, though. I did come here to see which buttons to press to get the door open. It really is a lovely first outing, and if you add a way to indicate those center buttons as the door openers it will be quite lovely indeed.

pfalstad • Sep 30, 2011 • #56860
79 posts

For me it wasn't hard to figure out how to open the exit door (I just had to start over and then watch the door) but I had a lot of trouble figuring out how to get there while the door was open.

Altaris • Oct 02, 2011 • #56861
6 posts

Hi,
I uploaded my solution to this map : http://www.mediafire.com/?axi2plx0c2y3zgo
Again, I know the gameplay isn't very clear, I'll work on it for further releases
Thanks for playing and posting anyway =)

xdiesp • Oct 02, 2011 • #56862
1,078 posts

It would be a great brainteaser, if it wasn't for the absolute lack of any indicators (what is what?) and onslaught of no-escape scenarios available (you can get stuck at any point). Like this it ends up becoming an improvised maze, which is a pity given the potential. If I may suggest, consider adding the fizzlers to the white panels instead of covering the entire room in multiple layers of them.

KennKong • Mar 16, 2012 • #56863
942 posts

4/5. This nice little state machine falls right between sp_contaminated_area, which I dubbed "Two Gates", and Jonatan's "Seven Gates". I dub this "Three Gates"!

While I agree with other posters' comments about indicators, especially for the exit, I didn't have any trouble figuring out what did what. I don't agree with any who complain about the possibility of getting stuck. I think one would have to do something deliberately stupid (is that an oxymoron?) to get stuck.

The puzzle is good enough to rate a 4, and the slight visual shortcomings aren't enough to drag it down to a 3, as it barely qualifies as "needs work."

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