[SP] Lp's Lazr0s

by Lpfreaky90 · Uploaded Mar 04, 2012

Screenshot 1

File Size: 1.54 MB

Downloads: 1669

Rating: (25 votes)

Description

A small but slightly difficult laser room! Can you navigate your laser beam through a series of laser catchers, relays and fizzlers? Don't worry, you won't need impossible laser cube positions or tricks, you only need a good bunch of logic, two cubes and a way to get rid of that nasty turret! Have fun!

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Lpfreaky90 • Mar 04, 2012 • #42672
2,842 posts

A small but slightly difficult laser room!
Can you navigate your laser beam through a series of laser catchers, relays and fizzlers? Don't worry, you won't need impossible laser cube positions or tricks, you only need a good bunch of logic, two cubes and a way to get rid of that nasty turret!

Have fun!

File Name: sp_lp_lazr0s_v1_2.7z
File Size: 1.54 MiB
Click here to download Lp's Lazr0s

Lpfreaky90 • Mar 04, 2012 • #42673
2,842 posts

woops typo in the filename :$

BenVlodgi • Mar 04, 2012 • #42674
633 posts

Awesome Puzzle LP, got me thinking, but not frustrated

Another Bad Pun • Mar 04, 2012 • #42675
516 posts

Nice puzzle; got me thinking. One thing: I was able to take the turret out by simply portaling behind it and knocking it over. Is this intended?

...Hmmm.

...For some reason everyone who has posted in this thread so far seems strangely familiar, like I know them from somewhere.

Oh well, back to testing!

marKiu • Mar 04, 2012 • #42676
238 posts

Awesome puzzle dude! <3 chaincombos
I found some shortcuts that may interest you it almost ended in a speedrun but anyways heres my vid

5QsF4SQI6RI

benvent • Mar 04, 2012 • #42677
154 posts

A little confusing at first glance with all the indicator lights but nice puzzle.

a2912871 • Mar 04, 2012 • #42678
32 posts

Good job once again, congratulations. I didn't use the upper button on my second run :

lYbNXcJOrAs

Lpfreaky90 • Mar 04, 2012 • #42679
2,842 posts

benvent wrote:
A little confusing at first glance with all the indicator lights but nice puzzle.

That will be fixed in version 1.1

a2912871 wrote:
Good job once again, congratulations. I didn't use the upper button on my second run :

lYbNXcJOrAs

Awesome that is completely the intended solution!
The upper button is only there to prevent people from getting stuck in the second part.
In version 1.1 (will come later today ) I will have various small fixes and the button will be gone too
Glad you liked the map

lifeson99 • Mar 04, 2012 • #42680
102 posts

Excellent map.
I did not need the yellow flip-around panel although I pressed the button just to see it flip.

I think this could be enhanced greatly with a minimum amount of effort but making it a bit harder.
To be honest there was not a lot of head scratching to figure it out - but that could be added with just a couple extra steps required to do certain things.

Lpfreaky90 • Mar 04, 2012 • #42681
2,842 posts

Here is version 1.1:
Better indicator lights, less confusing
Fixed the unintended speed trick mariKU pulled of.
Added a new small puzzle to get your first cube.
Added two autosaves.
Changed the layout of the room.

Known issues:
Lighting isn't very good, too tired to fix that atm.
* The new first cubedropper is clipping in the wall.

Have fun solving the new version!

TaiMai • Mar 05, 2012 • #42682
39 posts

Just played v1.1. Love the puzzles. Nice little bit of logic, good size, good layout. My only gripe is I jumped down from the top of the wall without the cubes and without an open portal. While I didn't technically get stuck, I had to go back through the whole process of getting the first cube and getting back up top again. This isn't really a deal breaker; it is mainly an annoyance. It's probably necessary to prevent the shortcut that markiu revealed. Just thought you would want to know. Other than that, a fine piece of work. Looking forward to the next one.

Edit: Forgot to say I noticed a potential bug. Sometimes the second cube dropper would drop a cube then immediately destroy it. I tested many times and it always seemed to drop at least 2, and sometimes 3 before they would stop fizzling out. Could it have something to do with them dropping on top of the button?

quatrus • Mar 05, 2012 • #42683
1,047 posts

Excellent puzzle and great use of lasers..
minor bug: the cube drop in room one did not always drop the cube on the button - did eventually get it though. Enjoyed the logic.
thanks for creating.

Lpfreaky90 • Mar 05, 2012 • #42684
2,842 posts

quatrus wrote:
Excellent puzzle and great use of lasers..
minor bug: the cube drop in room one did not always drop the cube on the button - did eventually get it though. Enjoyed the logic.
thanks for creating.

It isn't really required for the laser to fall on the button, it's more a matter of space rather then gameplay

I will try to release an updated version later today which will add another puzzle!

Lpfreaky90 • Mar 05, 2012 • #42685
2,842 posts

Version 1.2:
fixes an unintended shortcut
Added an extra puzzle
Made it easier to retrieve the first cube after you solved that puzzle once.
Added an extra autosave.
Removed some useless brushes!
Improved lighting.

TaiMai • Mar 05, 2012 • #42686
39 posts

Nice update. The new puzzle elements are great. I noticed one potential bug. The lift platform in the second room got stuck in the up position at one point. I wasn't able to recreate it, so maybe it was a one-off. The problem with the cubes was fixed this time too.

benvent • Mar 05, 2012 • #42687
154 posts

I liked the update to the puzzle. Good job!


Lpfreaky90 • Mar 05, 2012 • #42688
2,842 posts

benvent wrote:
I liked the update to the puzzle. Good job!

Glad you liked it

Djinndrache • Mar 06, 2012 • #42689
1,442 posts

Nice laser puzzle, worth a play!

Here is my blindrun:

ac3fTy8KyJg
(Link: http://www.youtube.com/watch?v=ac3fTy8KyJg)

co0op • Mar 06, 2012 • #42690
114 posts


These were well spent 20 minutes Great puzzle! 5/5.
Thanks for mapping!

sicklebrick • Mar 06, 2012 • #42691
876 posts

Awesome puzzle - no gimmicks!

Dom44 • Mar 07, 2012 • #42692
73 posts

Great map, nice puzzle! Thanks for creating!
PS: I actually didn't need to activate that moving platform- I just simply threw a cube on the platform from first room to second room and then just took it.

Lpfreaky90 • Mar 07, 2012 • #42693
2,842 posts

Dom44 wrote:
Great map, nice puzzle! Thanks for creating!
PS: I actually didn't need to activate that moving platform- I just simply threw a cube on the platform from first room to second room and then just took it.

Are you referring to the main room?
In that room the panel isn't required indeed. It was in one of the previous versions but I haven't deleted it yet 'cause I didn't know of another use to fill in that space

If you are referring to the moving platform over the water (the new puzzle in v 1.2) I would have to look a bit better to see how to fix it

KennKong • Mar 09, 2012 • #42694
942 posts

After bashing my brains out all week on Triplex, this was a welcome relief. Just logic, no tricks, no gimmicks. I enjoyed playing this. Even the jumping through portals with lasers couldn't ruin the mood. Thanks for making this. 4/5.

Lpfreaky90 • Mar 10, 2012 • #42695
2,842 posts

KennKong wrote:
After bashing my brains out all week on Triplex, this was a welcome relief. Just logic, no tricks, no gimmicks. I enjoyed playing this. Even the jumping through portals with lasers couldn't ruin the mood. Thanks for making this. 4/5.

Glad you enjoyed it!
You could use a cube to block he laser while walking through the laser/portal, it's very convenient

BEARD! • Mar 16, 2012 • #42696
169 posts

Great map. I'm not a fan of the laser puzzles which are a case of 'reflect the beam into loads of relays at once'. Pleasingly, these puzzles weren't like that at all. I liked how I kept coming back to the main room, being able to portal to the next part of the map one stage at a time. It took me a little while to open up the final door - that fizzler over the exit gave me plenty to think about. All in all, I can't complain about the map at all. If you're going to make laser puzzles, make them like this.

Instantiation • Mar 18, 2012 • #42697
66 posts

Overall, I like the map, but I was stuck until I

  1. remembered that other laser sensor behind the moving panel in the first area. I was trying to turn off the emancipation grid up there, and I couldn't figure out how.
  2. saw the relatively subtle portable surface still visible from the high platform on the far side of the grid. I wasn't sure how to get back there short of starting over/dying.

Lpfreaky90 • Mar 19, 2012 • #42698
2,842 posts

Instantiation wrote:
Overall, I like the map, but I was stuck until I

  1. remembered that other laser sensor behind the moving panel in the first area. I was trying to turn off the emancipation grid up there, and I couldn't figure out how.
  2. saw the relatively subtle portable surface still visible from the high platform on the far side of the grid. I wasn't sure how to get back there short of starting over/dying.

Yea, the white surfaces used to get to the other sides are really subtle; This is because if I made it easier to spot it would also be able to portal from side 1 to side 2. Thereby deleting the need to have the fizzler between part 1 and 2 disable and removing a part of the puzzle. I experimented with a rotating panel. But feedback on that was more like: Why do I need it? It is there it looks important but I didn't use it. So I changed it a bit. Do you feel like the current panels are hidden too much?

Instantiation • Mar 20, 2012 • #42699
66 posts

From side 1 to 2 was just fine; the laser-button-portal combination was just fine.

As is, I can portal up to the high ledge on the far side, but even from up there I still missed the surface a few times. I understand why you don't want the portal to be visible from any lower (that would change the puzzle). Maybe you could put a few more panels side-by-side, at the same height? I think you're right about not adding another moving part.

Lpfreaky90 • Mar 20, 2012 • #42700
2,842 posts

Instantiation wrote:
From side 1 to 2 was just fine; the laser-button-portal combination was just fine.

As is, I can portal up to the high ledge on the far side, but even from up there I still missed the surface a few times. I understand why you don't want the portal to be visible from any lower (that would change the puzzle). Maybe you could put a few more panels side-by-side, at the same height? I think you're right about not adding another moving part.

I think there's plenty of space there but I am already working on a couple of improvements so I might as well just add this to my to-do list

cathixx • Apr 04, 2012 • #42701
21 posts

wow, this is an excelent map! One of the best custom single player maps i've played. Its not too hard and not too easy. I dont need any special ninja jumping its all about logic and thats what i like. Thanks for building it.

Lpfreaky90 • Apr 04, 2012 • #42702
2,842 posts

Thanks, happy you like it so much

zakrzew87 • Apr 16, 2012 • #42703
3 posts

Nice map I really enjoy it ! from me 5/5. For me perfect...I prefer this kind of puzzles than those where you have to use some "ninja skills" to finish it

Lpfreaky90 • May 09, 2012 • #42704
2,842 posts

I've uploaded a newer version to the workshop:
http://steamcommunity.com/sharedfiles/f ... d=68580843

It contains some more signage, made by Josepdz, and workshop rating

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