File Size: 3.54 MB
Downloads: 1902
Rating: (24 votes)
Description
A medium difficulty clean aperture style test chamber with dual portalgun.
Comments
Sign in to comment.
Awesome map, fizzlers are one of my favorite test elements.
Clever use of all the things in your map. First test was very interesting, the second was a bit easy, but still awesome!
Tiny issue:
* The cubemaps were missing (can occur if you change the mapname after your compile)
All in all it's an excellent map! 5/5!
Keep up the good work, looking forward to more 
~Lp
lpfreaky90 wrote:
Awesome map, fizzlers are one of my favorite test elements.
Clever use of all the things in your map. First test was very interesting, the second was a bit easy, but still awesome!Tiny issue:
* The cubemaps were missing (can occur if you change the mapname after your compile)All in all it's an excellent map! 5/5!
Keep up the good work, looking forward to more~Lp
Thank you for your opinion!
Yeah , cubemaps encountered a failure , because I renamed map after compiling.
Now it is fixed. 
I thought this was a clever map of medium difficulty. There are so many elements crammed into your inital rooms that it took a while to figure what does what, but indicators were clear enough. The second chamber seemed more of an afterthought; it was too easy and kind of a letdown. But everything worked and I enjoyed it. Thanks for the entertainment!
RogerL wrote:
I thought this was a clever map of medium difficulty. There are so many elements crammed into your inital rooms that it took a while to figure what does what, but indicators were clear enough. The second chamber seemed more of an afterthought; it was too easy and kind of a letdown. But everything worked and I enjoyed it. Thanks for the entertainment!
Maybe switching the two rooms would be an idea to make the second puzzle a bit more interesting!
RogerL wrote:
I thought this was a clever map of medium difficulty. There are so many elements crammed into your inital rooms that it took a while to figure what does what, but indicators were clear enough. The second chamber seemed more of an afterthought; it was too easy and kind of a letdown. But everything worked and I enjoyed it. Thanks for the entertainment!
Nice to see everything working.
Senf played it.
Senf liked it.
Senf wants more.
Thanks for creating.
...
Senf still wants more.
Now!
Please? 
Played and stuck on on the exit but thats mostly because as I read the description it said medium.That really isnt the case as its hard but not hard like triplex by grayarea or the maps by jonatan and chander.Those a more on a "Brutal" scale. Any way I'll finish it in the morning.Havent had sleep in 2 days so I'm just brain dead at the moment but it was great so far for me,just not capable of finishing it today 5/5 for just for not having brutal
Got as far as getting door to open by goo.. Figure I have to somehow get the hard light bridge across the goo, but has me scratching my head at the moment. Wanted to get through it, so for now, I noclipped over the goo to second room.. 2nd was much easier. will go back and see if I can figure out light bridge.
Great mapping. 
Szieve wrote:
Got as far as getting door to open by goo.. Figure I have to somehow get the hard light bridge across the goo, but has me scratching my head at the moment. Wanted to get through it, so for now, I noclipped over the goo to second room.. 2nd was much easier. will go back and see if I can figure out light bridge.
Great mapping.
The final laser relay that opens the door also keeps the fizzler in front of the hard light bridge opened 
Loved the map, there were some potential issues with the design.
1) I can take out the turrets by walking over to them and picking them up without using the laser or portals.
2) I can activate the higher up laser switch by pointing the laser at the angled wall and placing a portal there and the wall opposite the switch.
Answer to Senf : Don't worry.
Answer to anydb : I don't like extremely hard puzzles like jonatan's puzzles.I generally like ones with AHA moments and clever solutions.I put some of these in my map ,like bridge+goo pit part.Thank you for writing an illustrative feedback down.
Answer to BlooMeth :
1- Yeah...There is unintended ways to destroy turrets.However intended way was redirecting laser to them.
2- It is intended.
Answer to Tullio : Thanks for commenting & rating.
Answer to lpfreaky90 : Thanks for pointing that out. 
Good, fun map, tricky but possible with no acrobatics.
I particularly liked the oblique angle you need to get in order to destroy the turrets at the beginning, the trick of holding the cube under the fizzler on the light bridge, and the mechanism forgetting the light bridge through to the second partwas clever.
But I was confused about the inconsistencies: sometimes fizzlers would go off and stay off, other times they didn't.
All in all, an enjoyable play.
Hardnuts wrote:
and the mechanism forgetting the light bridge through to the second partwas clever.
Interesting, I never thought about using the bridge. I just did this:
NVtO6vNdyU0
Mog wrote:
Hardnuts wrote:and the mechanism forgetting the light bridge through to the second partwas clever.
Interesting, I never thought about using the bridge. I just did this:
NVtO6vNdyU0
This is just unfair.Why would you solve it with unintended solution when there is an intended solution?
Fun little map!
The only problem was that sometimes I wasn't sure if I was cheating or not.
In the first bit, I did the same things as BlooMeth, and in the second part, I got the cube onto the first part of the platform by placing a squint portal under the cube dropper, and one on the wall to the side so that the cube rolls right onto the platform.
Other than that, I think it was a little easier than I expected on account of fizzlers staying off when I thought they wouldn't, but I really enjoyed it 
warnightify wrote:
This is just unfair.Why would you solve it with unintended solution when there is an intended solution?
Sometimes I do this kind of stuff for the lulz.
Sometimes I do this kind of stuff just because I can.
Sometimes I do this kind of stuff because it's easier then the intended solution.
Sometimes I do this kind of stuff because I cannot come up with the real solution, but I can come up with a solution like this 
This one is actually pretty easy to solve, just make the corridor a tiny bit smaller, for example, add 64 units of water in that little corridor before you have ground, that should solve it 
lpfreaky90 wrote:
warnightify wrote:This is just unfair.Why would you solve it with unintended solution when there is an intended solution?
Sometimes I do this kind of stuff for the lulz.
Sometimes I do this kind of stuff just because I can.
Sometimes I do this kind of stuff because it's easier then the intended solution.
Sometimes I do this kind of stuff because I cannot come up with the real solution, but I can come up with a solution like thisThis one is actually pretty easy to solve, just make the corridor a tiny bit smaller, for example, add 64 units of water in that little corridor before you have ground, that should solve it
I am going to fix it.
lpfreaky90 wrote:
This one is actually pretty easy to solve, just make the corridor a tiny bit smaller, for example, add 64 units of water in that little corridor before you have ground, that should solve it
No, no, no.... it's even easier! You only have to add some black textures near both edges of that door(?) with the fizzlers preventing the player from getting near and jump to its ledge. Simple
josepezdj wrote:
lpfreaky90 wrote:This one is actually pretty easy to solve, just make the corridor a tiny bit smaller, for example, add 64 units of water in that little corridor before you have ground, that should solve it
No, no, no.... it's even easier! You only have to add some black textures near both edges of that door(?) with the fizzlers preventing the player from getting near and jump to its ledge. Simple
Easier way is only retexturing white wall to black wall texture and retexturing black wall (that opposite to older white wall) to white wall texture. 
warnightify wrote:
This is unfair, would you solve it with unintended solution when there is an intended solution?
I honestly thought that was the intended solution! And a creative one at that.
36tCc1ckZsQ
Here's my speedrun of this map. I like it, it was fun to play and a little tricky in places.
This map was quite enjoyable. Here is my blindrun of this map:
FqhCd7C6i20
(Link: http://www.youtube.com/watch?v=FqhCd7C6i20)
lpfreaky90 wrote:
The final laser relay that opens the door also keeps the fizzler in front of the hard light bridge opened
am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-
nebbia88 wrote:
am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-
I didn't post any video's in this thread
.
When I played this map there was a laser catcher, it had the 1-dot, 2-dot, and square signage. So aiming at that laser opened the door, disabled the fizzler between the rooms AND the fizzler in front of the hard light surface!
Hope that explained 
nebbia88 wrote:
lpfreaky90 wrote:The final laser relay that opens the door also keeps the fizzler in front of the hard light bridge opened
am I the only NOOB out there that can't UNDERSTAND this part????? both video's you posted are using the "no-more-possible trick" -.-
The origianl way to use the light bridge to get across still works just not all the time.I had to reload a save 4 times before the fizzlers worked right
Cool map.
It looked nice, though the white rooms were quite blinding...
I didn't really have any issues (V1.2), and I always like a good fizzler based map. The last chamber was a tad on the easy side though.
Pff, I would have never seen that white wall between the rooms if I hadn't read somebody suggesting you move it. There should be a way to make it more visible without allowing the unintended solution. Maybe extend the path with a little edge so one can look around.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
pruhster wrote:
Pff, I would have never seen that white wall between the rooms if I hadn't read somebody suggesting you move it. There should be a way to make it more visible without allowing the unintended solution. Maybe extend the path with a little edge so one can look around.Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Technically there is a bug with fizzlers but it's not my fault to get entities bugged.I think there is no solution for fixing it.
An easy map for me; one which I enjoyed solving. After I got through the first time, I couldn't remember what one target did (the one with one dot, two dot, square and crescent). I played through again, and didn't use it. So I thought I'd show you, in case there's a logic flaw in your map, not just a red herring. 4/5 from me.
Broad Ratio
Broad Ratio
NxsMMIHwTzk
warnightify wrote:
pruhster wrote:Pff, I would have never seen that white wall between the rooms if I hadn't read somebody suggesting you move it. There should be a way to make it more visible without allowing the unintended solution. Maybe extend the path with a little edge so one can look around.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Technically there is a bug with fizzlers but it's not my fault to get entities bugged.I think there is no solution for fixing it.
I think that there's a problem with the fact that laser catchers can activate/deactivate too fast for fizzlers to properly register. To solve this problem:
Create two logic relays for each laser catcher. relay_on for the onpowered, relay_off for onunpowered.
relay_1_on;
OnTrigger; relay_1_off, cancelpending, 0.00
Ontrigger; --output here--, --stuff--, 0.01
Relay_1_off,
OnTrigger; relay_1_on , cancelpending, 0.00
Ontrigger; --output here--, --stuff--, 0.01
This makes sure the correct thing happens. Hopefully that will solve your fizzler issue too 
lpfreaky90 wrote:
I didn't post any video's in this thread.
yeah sorry for my bad english, with "you" i was referring to all users in this topic XD
great, so i'm not that noob but there's a bug XD
Good map and I enjoy it. There are some leaks and second part is more like forced addition but still 5/5 from me. Found it easy but it was a good respite from coop Four Rooms map that I`m working on.
macko68 wrote:
Good map and I enjoy it. There are some leaks and second part is more like forced addition but still 5/5 from me. Found it easy but it was a good respite from coop Four Rooms map that I`m working on.
Can you please specify places of leaks?
I would also suggest switching the two maps to have the far easier second one in the beginning. I also had trouble with the exit - while I did register that the light bridge was obviously supposed to be used, I didn't look close enough at that goo-gap-room. If I saw it correctly, in your first version the tiles were perfectly visible on the opposite wall. To prevent the unintended solution and still have them visible, maybe that room could be made wider and the white tiles could be placed on one of the sides of that room then? 4/5 from me. 
zivi7 wrote:
I would also suggest switching the two maps to have the far easier second one in the beginning. I also had trouble with the exit - while I did register that the light bridge was obviously supposed to be used, I didn't look close enough at that goo-gap-room. If I saw it correctly, in your first version the tiles were perfectly visible on the opposite wall. To prevent the unintended solution and still have them visible, maybe that room could be made wider and the white tiles could be placed on one of the sides of that room then? 4/5 from me.
Yes, fixing this unintended solution made the intended a lot harder. So maybe just un-fix that in order to make your map more enjoyable to others. A lot of valve maps also still have unintended shortcuts. They're only great for speed solvers 
I'm sorry but this map is terrible in its current form.
It appears that there is no portable surface in the connecting room between the two chambers. Because there is only one laser and both the light bridge and door require a laser catcher, it appears that the whole puzzle is in figuring out how to keep the door open, obtain the light bridge with a single portal shot standing right behind the door, and making a double jump onto and off of the light bridge from within the connecting chamber before the door would block it off. So I ran through and got all three cubes without any "puzzle", and then wasted a couple hours trying to set up the aforementioned circuit.
What makes little sense is that you could easily have fixed this by making the platform in the interconnection room a tad longer so that the portal surface is clearly visible. The fact that you don't implies to the player that there is no portal surface and that they must look for a solution similar to the above.
2/5 from me for wasting my time.
Ruien wrote:
I'm sorry but this map is terrible in its current form.It appears that there is no portable surface in the connecting room between the two chambers. Because there is only one laser and both the light bridge and door require a laser catcher, it appears that the whole puzzle is in figuring out how to keep the door open, obtain the light bridge with a single portal shot standing right behind the door, and making a double jump onto and off of the light bridge from within the connecting chamber before the door would block it off. So I ran through and got all three cubes without any "puzzle", and then wasted a couple hours trying to set up the aforementioned circuit.
What makes little sense is that you could easily have fixed this by making the platform in the interconnection room a tad longer so that the portal surface is clearly visible. The fact that you don't implies to the player that there is no portal surface and that they must look for a solution similar to the above.
2/5 from me for wasting my time.
ummm wow. I think with the fixes the map is easier.. spent about 20 min on the first version before noclipping to 2nd room because I was too stupid to see the solution. (ok, I was drunk) Blindrun on this version took less than 10 maybe 15 min. What's the problem? I think the map is on par with any OEM map.
5/5 for fixing unintended and making a good map.
Szieve wrote:
spent about 20 min on the first version before noclipping to 2nd room because I was too stupid to see the solution. (ok, I was drunk) Blindrun on this version took less than 10 maybe 15 min. What's the problem?
Well sure - if you noclipped around and played a previous version then you already know that there's a portal surface in the interconnecting room. That's exactly my point. I don't read the forums or download old versions when playing a map, and I shouldn't be expected to noclip around to make sure that I didn't miss some hidden crucial map element.
in the most recent version there are not any hidden portal surfaces..my noclipping had nothing to do with finding a solution. it just allowed me to bypass the lightbridge puzzle.there is really nothing wrong with this map.I'll admit, I used a portal and just was on the event horizon to get the falling lightbridge cube.. but other than that it reall is pretty straight forward. After I solved, I watched the vid of someone elses solution to an earlier version and found that they did a lot more walking around than was really necessary....
This is not a hard map..I did not find any bugs. Just because you can't solve it does not make it a bad map.
If you think it's a bad map because it took you 2 hours to come up with the solution, try a map like Triplex, or simply resort to playing checkers or solitaire. (that may be more your speed). but please dont' put down mappers who are trying to provide good content.
Szieve wrote:
in the most recent version there are not any hidden portal surfaces..
Ah, you are correct. The latest version was also uploaded after my initial comment, so thanks to warnightify for fixing the problem. It really is a great map with this fix.
You may think a trivial change like this can't make a big difference in the quality of a map, say changing it from a 2/5 to 5/5 in quality. By that logic, you'd also consider a small one-liner bug in Portal 2 that causes the game to no longer recognize mouse events to be a minor bug too.
Szieve wrote:
Just because you can't solve it does not make it a bad map.
If you think it's a bad map because it took you 2 hours to come up with the solution, try a map like Triplex, or simply resort to playing checkers or solitaire. (that may be more your speed). but please dont' put down mappers who are trying to provide good content.
Funny you mention Grayarea. Look around before assaulting my intellectual capacity (granted, we all worked on that together). I haven't started Triplex yet.
It's possible to solve the puzzle with 2 cubes only and bypassing the use of funnel.
I'll make the video 
Here's the video, no particular glitch used (it's possible to use the bridge for the second cube if you won't catch it through portals as previously viewed)
http://www25.zippyshare.com/v/98508901/file.html (click to directly view or download)
Hope you like this synthetic solution with 2 cubes only 
Ruien wrote:
Szieve wrote:in the most recent version there are not any hidden portal surfaces..
Ah, you are correct. The latest version was also uploaded after my initial comment, so thanks to warnightify for fixing the problem. It really is a great map with this fix.
You may think a trivial change like this can't make a big difference in the quality of a map, say changing it from a 2/5 to 5/5 in quality. By that logic, you'd also consider a small one-liner bug in Portal 2 that causes the game to no longer recognize mouse events to be a minor bug too.
Szieve wrote:Just because you can't solve it does not make it a bad map.
If you think it's a bad map because it took you 2 hours to come up with the solution, try a map like Triplex, or simply resort to playing checkers or solitaire. (that may be more your speed). but please dont' put down mappers who are trying to provide good content.Funny you mention Grayarea. Look around before assaulting my intellectual capacity (granted, we all worked on that together). I haven't started Triplex yet.
Well, I'll maintain that this map is not too hard and pretty straight forward. you professed your intellectual capacity by stating it took you over 2 hours to solve a 15 min map.. You did that all on your own bud.. the fact that the previous poster has a 2 cube solution proves it. get over yourself and your ego...
Szieve wrote:
you professed your intellectual capacity by stating it took you over 2 hours to solve a 15 min map.. You did that all on your own bud.. the fact that the previous poster has a 2 cube solution proves it. get over yourself and your ego...
So the fact I missed a (well-hidden) puzzle element and came up with an almost-but-not-quite-workable solution makes me a moron? It's now become clear you're just a troll and I'm not feeding you any longer.
I thought it was a fun and interesting map, but I think the indicators could be a little more clear. I found the correct solution pretty quickly, but I didn't see why it had worked. In particular, I expected the emancipation grid over the light bridge to be on.
Other than that, it was fine. Neat puzzles, no timing needed, good atmosphere, and interesting to explore.
Hello! I'm really new to mapping (and consequently these forums), but the work you guys do seems pretty cool. I thought this map was pretty well done, though I don't think I solved it properly. The turrets could be taken out too easily, but I don't think that takes away from the map/puzzle. Also, to get the first cube in the second room, I only had to back up, crouch, and shoot a portal under the grid; then, standing on the edge of the portal, I could grab it as it fell. But extending the grid further down might make the intended solution fail (assuming that it's to hold the cube under the bridge). One other thing: I was confused when the grids disappeared once I had opened the door--I think it might make a bit more sense to the player to put a switch just inside the door to the goo room, but that may just be me.
I just thought you might want to know these things. Not having mapped much, I don't really know what feedback is most helpful. Cool map, though! Well done.
The first room was rather tedious, a lot of scutwork (moving cubes, going up/down funnels etc) - something I don't very much like doing.
The second room on the other hand was close to brilliant! The intended strategy to get the cube was good, but it was too simple and it took me very little time to find the way [sad]. I think it could use some work to make it more difficult/challenging so people would enjoy even more solving it.
Good Job! ^^
But, are only Community Atribator Maps in the Community Spotlight,
Or are there Really Good Maps?
TheTobbell wrote:
Good Job! ^^
But, are only Community Atribator Maps in the Community Spotlight,
Or are there Really Good Maps?
In the community spotlight there are good maps and usually the people who made them get the community contributor rank after that.
It's a good puzzle, although the second puzzle was much easier than the first. Shouldn't that be the opposite?
Fluppy wrote:
TheTobbell wrote:Good Job! ^^
But, are only Community Atribator Maps in the Community Spotlight,
Or are there Really Good Maps?In the community spotlight there are good maps and usually the people who made them get the community contributor rank after that.
Thanks for advice ^^
AD_79p2 wrote:
It's a good puzzle, although the second puzzle was much easier than the first. Shouldn't that be the opposite?
If you play more maps by Warnightify, you will see he does this quite often. I like the idea of getting an easier puzzle as a reward for solving harder one - it's not logical progress, but I think it is a good idea.
A medium difficulty clean aperture style test chamber with dual portalgun.
File Name: sp_broad_ratio.rar
File Size: 3.6 MiB
Click here to download Broad Ratio