Cube Escort
by {SOAP} Pm@c · Uploaded Jun 06, 2011
File Size: 4.15 MB
Downloads: 756
Rating: (18 votes)
Description
Guide your faithful companion cube to the end. Involves: Faithful Companion Cube Repulsion Gel Excursion Funnel Emancipation Grids Aerial Faith Plates Update: V1.1 Added grating to fix exploit to get to glass room. Fixed most texture alignment issues. Built cubemaps. Fixed cube button in second room (now closes door when cube taken off)
Comments
Sign in to comment.
not bad but I dont know what the excursion funnel was for. I got to the end without using it at all (I shot a portal on the angled surface that the cube hits just after I went thru fizler)
I sent you a PM. Could you please explain how you did it without the excursion funnel so I can fix it
.
REEEEEEALLY FUNNY!! I've just finished it right now (too many maps to test after latest weekend because of the contest!!). Thanks for this so good playing! I really mean it.
Nice textures (remind me of Blue Portals)... Very clever puzzles... A really nice trip from one place to other all the time in the last room!!
Can't wait for more beautiful maps like this!
josepezdj wrote:
REEEEEEALLY FUNNY!! I've just finished it right now (too many maps to test after latest weekend because of the contest!!). Thanks for this so good playing! I really mean it.Nice textures (remind me of Blue Portals)... Very clever puzzles... A really nice trip from one place to other all the time in the last room!!
Can't wait for more beautiful maps like this!
Thanks alot, that really means alot to me.
This was the first map ive ever made too btw
.
I definately will be making more maps, in fact, ive started work on my second map already.
Complex, lenghty map with much to do but no difficulty spikes. Suggested for beginners wanting a challenge. Looks pleasantly high contrast, but there's few smudges in skin alignment here and there.
I used the funnel on the slated panel to reach the glass box.
Congratulations on your first map! I agree with josepezdj that the map is fun to play and the texturedesign is awesome.
I found a shortcut which skips the second half of the map.
1mwY3nkCawY
I cant really do anything to prevent that cube throw without making it not fun, but that last part I definately need to fix
That should be a simple fix.
Thanks for showing me that though.
The whole map was quite challenging if done with gel, funnel etc all the way through. The only problem I had was with the triple fizzler wall in the side room I'm not good at cube toss and with blue gel I couldn't get over the fizzlers with the cube - many tries. noclipped over sorry. Rest of map functioned OK for me. Thanks for creating.
quatrus wrote:
The whole map was quite challenging if done with gel, funnel etc all the way through. The only problem I had was with the triple fizzler wall in the side room I'm not good at cube toss and with blue gel I couldn't get over the fizzlers with the cube - many tries. noclipped over sorry. Rest of map functioned OK for me. Thanks for creating.
Try to think with portals.
You dont have to jump over with the cube. There is a portal surface right beside where the cube button is, simply make it over without the cube, leave the cube up top, then once you make it, portal back and grab the cube.
This map is by far the hardest - and by that I mean, requires the most critial thinking - that I have played in quite some time. The first half of the map is totally brilliant.
Visually the map is flawless except for one major, critical aspect - cubemaps. I'm assuming you forgot to build them for your final run, because they are definitely present in the map.
I did notice some I/O errors, or perceived I/O errors. The one I can remember the most is in the second half, the box button that opens the door that returns you to the first area; you can remove the cube from it, and the doors stay open. More importantly, it plays the "opening" animation when you remove the cube.
I would like to see an intended solution video, particularly of the very last fling where you get over to the final part, and then bring the cube over. I may have been doing some things wrong (which your map definitely made me keep doing things wrong, but I mean that saying the map made me think), but the way I did it was with a very luck twitch portal placement.
I really liked how you required the player to go back and re-use the Repulsion gel from the first area. Maps that don't discard areas of a map are always the best I think. I also liked (and appreciated!) the fact that when a certain part of the puzzle had been solved, you didn't force us to re-solve it. Had there not been the portalable surface behind button that flips up and the walkway to the switch that controls that swinging action, I probably would have noclipped and enjoyed the map much less.
msleeper wrote:
This map is by far the hardest - and by that I mean, requires the most critial thinking - that I have played in quite some time. The first half of the map is totally brilliant.Visually the map is flawless except for one major, critical aspect - cubemaps. I'm assuming you forgot to build them for your final run, because they are definitely present in the map.
I did notice some I/O errors, or perceived I/O errors. The one I can remember the most is in the second half, the box button that opens the door that returns you to the first area; you can remove the cube from it, and the doors stay open. More importantly, it plays the "opening" animation when you remove the cube.
I would like to see an intended solution video, particularly of the very last fling where you get over to the final part, and then bring the cube over. I may have been doing some things wrong (which your map definitely made me keep doing things wrong, but I mean that saying the map made me think), but the way I did it was with a very luck twitch portal placement.
I really liked how you required the player to go back and re-use the Repulsion gel from the first area. Maps that don't discard areas of a map are always the best I think. I also liked (and appreciated!) the fact that when a certain part of the puzzle had been solved, you didn't force us to re-solve it. Had there not been the portalable surface behind button that flips up and the walkway to the switch that controls that swinging action, I probably would have noclipped and enjoyed the map much less.
I definately suck at the I/O stuff, but I am learning.
And ya, the portable surface that flips around and the walkway that comes up was in response to a friend who screwed up at the end and was super pissed off that he had to do it all over again
.
I will record a video for the intended solution to show how I meant it to be done. There are alot of things I need to improve on that map, I wanted to get it in for the contest though and did not finish everything I would have liked. I have been working on it, and I intend to fix up all the issues I have read about and make it alot better than it currently is.
But I really appreciate all the praise I am getting. It makes me feel happy when my hard work is enjoyed by many people.
PS: Whats the best way to create the video? Fraps? Or record a demo and convert it?
http://www.youtube.com/watch?v=jEp4mq0cFk4This is the intended solution. Sorry for the quality and the lack of audio.
Are we able to edit the maps we submitted yet so I could fix some of these issues?
{SOAP} Pm@c wrote:
Are we able to edit the maps we submitted yet so I could fix some of these issues?
Not yet, not until the judging period has ended.
Although I could not solve all the puzzles on my own I came up with an alternative solution for the last part:
placing the cube on the square button to open the exit door
- I placed a portal on the extended wall
- used the faith plate to get to the middle
- placed the other portal on the sloped wall
- used the repulsion gel there to jump to the two buttons
- stepped on the round button
- replaced the first portal on the retracted wall thus flinging the cube to me
Still a very good map. 5/5
Yes, I need to fix being able to get over to that last part that easily, although I feel if I do that, people might get frustrated if they cant make the correct shot. Still trying to think of a way to fix it without it looking out of place.
I enjoyed working out the solution to this map, even though it uses quite a bit of bouncy gel (that's my problem, not yours). I especially liked that the solution involved a lot of re-use of elements.
You can carry the cube over the fizzler in the second room if you jump off the high ledge backwards with the cube held high, then turn around as you pass the fizzler. Some posters have complained about the fast twitch shooting at the end, but I had no problem, even playing with a controller. You just need to line up the shot before you fling.
My only complaint about this map is the train station restroom aesthetics, and that doesn't affect the fun of playing it in any way. 4/5 from me.

Guide your faithful companion cube to the end.
Involves:
Faithful Companion Cube
Repulsion Gel
Excursion Funnel
Emancipation Grids
Aerial Faith Plates
Update: V1.1
Added grating to fix exploit to get to glass room.
Fixed most texture alignment issues.
Built cubemaps.
Fixed cube button in second room (now closes door when cube taken off)
File Name: sp_cube_escort.zip
File Size: 4.15 MiB
Click here to download [SP] Cube Escort