[SP] Logic Gravitational

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Sleter
29 Posts
Posted May 13, 2012
Map created in Hammer and optimized for workshops.
Three rooms to play in sequence to get 3 cubes needed to solve the final puzzle with laser.

Update:
1. Added a platform to support the player in front of the exit door.
2. Automatic savegame after completing puzzles in the room 1 and 2



Click here to download Logic Gravitational

Click here to download Logic Gravitational

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taco
504 Posts
Posted May 13, 2012
Replied 1 hour later
I liked this map. Right up until the end. Then after the end I liked it again.

I probably did the final fling (the one to the exit door) about 2 dozen times before I didn't bounce off the closed door. You should either add a brush that the player can stand on in front of the door or use a trigger_catapult on the angled platform with a set threshold (to make sure they are jumping from high enough) and then adjust their velocity. This was horribly annoying.

Also, getting insta-gibed by turrets is never fun.

I had to fizzle the CC as a means to get it to the 2nd room - is this the intended solution? Seems odd that you would kill the CC. If this is on purpose then you should change the cube type.

Visuals are polished, if not a little plain. The little marks on the walls in the laser room made the laser puzzles stupid-easy. Not sure why you put them there.

Seriously - fix the last fling. If the game didn't have quick save/quick load, I would have given up. Give the player more than the lip of the door to stand on.

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Shakky
228 Posts
Posted May 13, 2012
Replied 9 hours later
I agree with taco. Everything was great before the end fling. My solution didn't require for me to destroy CC and you can see it in the video below. I think the textures were maybe little too simple but I didn't mind them.

Puzzle was great, just add a little platform in front of the last door. Or are we expected to be able to shoot those 2 portals for laser during the fling? If so, add some placement helpers please.

Cbgr8JDSdNQ

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Sleter
29 Posts
Posted May 13, 2012
Replied 2 hours later
@Taco
Thanks for having tested the map and for the comments.

I wanted to make a map is not too difficult to play but requires a bit of logical reasoning.

Soon I will publish a new version with savegame that is triggered when the 2 cubes are in the room 3 and with panels under the exit door.

Sorry for my english and thanks again for the suggestions.

@Shakky
Interesting and brilliant as you brought out the cubes from rooms 1 and 2.
I had not expected and there are other ways to get out without destroying the companion cube.
(soon my video solution).

Thanks for playing, for the comment and for the video.

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El Farmerino
393 Posts
Posted May 13, 2012
Replied 6 hours later
I agree with the other two on this - I loved the map up until the very last fling. Unlike taco, I gave up after about five attempts and just noclipped up there.....
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Sleter
29 Posts
Posted May 14, 2012
Replied 4 hours later
The video of the solution provided:

7kFvH_P1sAA

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taco
504 Posts
Posted May 14, 2012
Replied 7 hours later

Sleter wrote:
The video of the solution provided:

The main difference between your run and my run is that I don't use the same methods to get the CC onto the buttons that are in the alcoves. I just place a portal up high beside the alcove, walk through it and land in the alcove. You don't even have to jump.

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sicklebrick
876 Posts
Posted May 24, 2012
Replied 10 days later
Thanks, that was pretty good ^^
Nothing too crazy, but enough to keep me interested while figuring out each little section

Edit:
Just realised my solution is really quite different - figured I'd post it

FraPekl94SM

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sicklebrick
876 Posts
Posted May 24, 2012
Replied 2 hours later
Sorry, double posted. Wrist slap and post wipe please
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Sleter
29 Posts
Posted May 25, 2012
Replied 10 hours later
Great Sicklebrick!
Extraordinary mastery of more advanced techniques of the game.
It was expected that the puzzle could be resolved in different ways, leaving the player more freedom of action.
I did not foresee that in the chamber 2 could be resolved without using the laser_relay and then without disable Fizzler.

Splendid performance!

Thanks for playing and thanks for the video.

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sicklebrick
876 Posts
Posted May 25, 2012
Replied 6 hours later
Heh, cheers, but a bunch of that stuff is easier than it looks
You can do a mini throw on the first button for example, and the second throw\ double fling bit was me just chancing it!
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zivi7
649 Posts
Posted May 26, 2012
Replied 1 day later
Fun to play! If there only wasn't that feeling of guilty for using the same jump to the cube buttons in the alcoves like the others did. I always thought that this couldn't be the intended way but never found another one.
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KennKong
942 Posts
Posted May 26, 2012
Replied 5 hours later
Except for the nasty turret surprise, I loved playing this map. If I can get through this playing with a controller, anybody can. I appreciated the multiple possible techniques to get various places. I knew when I was done that someone with ninja skills could fly through this, and sicklebrick didn't dissapoint me in that regard. I'd love to see a John11 least portals run, too. 5/5, add to favorites.
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josepezdj
2,386 Posts
Posted Jun 06, 2012
Replied 10 days later
Very good map Sleter! Congrats!

I had much fun! Each chamber had its own funny mechanical. I liked much that into each puzzle the key was to set all up and then make use of the portals to go somewhere else (as in dot3) or get to the floor_button (in dot2) to substitute the cube.

Was so nice to play!

Waiting for more maps from you mate!

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Sleter
29 Posts
Posted Jun 06, 2012
Replied 7 hours later
Hi Josepezdj.
Thanks for your answer !
I follow this community and this forum from some time, and this map is the result of the suggestions and the evaluations that the community members have given.
I could say that, in a way, together we made this map.
I'm glad you enjoyed and that you have found it funny. This makes me want to study Hammer Authoring Tools more in detail to make more maps better and better.

Again thanks to all to the Portal Community

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BEARD!
169 Posts
Posted Jun 22, 2012
Replied 15 days later
A collection of three sharp-witted puzzles. There's some athletics to be done, but nothing requiring super-human feats of movement; the puzzles end up being of medium difficulty. I couldn't see any problems with the map's construction, and the clean style was executed without any hitches. I liked the small touches you added, in particular the 'hint' panels in the final room.

Remarks on my solution
||Puzzle 1: I got the cube back into the main room by sniping the floor tile - it was a tight squeeze and didn't feel 100% right - not sure if that was intended. The puzzle is very unforgiving if you don't realise you have to hit the faith plate to get into room 2, and just walk through the portal. That would force you to redo all of the first puzzle again.

Puzzle 2: I pulled out the reflecto-cube into the main room via portals. The other cube was stuck, so I just redid puzzle 1 to get the first cube back into the main room. Not sure if I missed a neater way to bring both cubes into the main room at once.

Puzzle 3: I had to throw the cube to get it onto the button embedded in the wall. I was confused by the light bridge sign near the turrets; I just redirected the laser via portals and used the reflecto-cube to burn them. Thank goodness for the laser puzzle 'hints' in the wall - it'd be unbearable without them.||

A solid map. I think my only complaint is that some of the flings are quite tricky. Either way, thanks for mapping.