[PTI] Verticular Geometry

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SkyFerret
276 Posts
Posted Jun 13, 2012
This puzzle is based on using lasers to make your way vertically through 5 levels to get to the exit, as well as using them to get more reflector cubes and trigger other elements. Experienced players know that a reflector cube's output does not always have to be horizontal, nor does it take a lot of effort to orientate a cube to a different direction. As for the laser angles, the geometry isn't all that difficult, but it should be interesting. And also, some turret death included.

Click here to download Verticular Geometry

Click here to download Verticular Geometry

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sicklebrick
876 Posts
Posted Jun 13, 2012
Replied 2 hours later
Heh, loved this one too
It was pretty straightforward, which lead me to think there might be a couple of valid solutions (given the number of lasers and cubes available), but fun thinking it through and keeping track of portals as you backtrack. Thanks!

There's something nice about the way you design these vertical maps and have to work your way through, without all the winding corridors, fading lightlevels and stuff...

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SkyFerret
276 Posts
Posted Jun 13, 2012
Replied 37 minutes later

sicklebrick wrote:
Heh, loved this one too
It was pretty straightforward, which lead me to think there might be a couple of valid solutions (given the number of lasers and cubes available), but fun thinking it through and keeping track of portals as you backtrack. Thanks!

There's something nice about the way you design these vertical maps and have to work your way through, without all the winding corridors, fading lightlevels and stuff...

Thanks for the compliment regarding the vertical maps/series. I been planning for a while to continue with more. As for another solution to this puzzle, you might be able to use just 3 cubes on the top level, however, it takes 4 cubes to trigger the lift just after you kill the turrets. So regardless, you end up with 4 cubes just before the last level. But, you just never know. someone might just find that one little thing I missed.

Thanks for playing.
Cheers.

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El Farmerino
393 Posts
Posted Jun 14, 2012
Replied 18 hours later
Pretty good map, overall; I'll second the love for these vertical designs of yours and this is another solid entry in the series. There's a bit of an exploit on the second floor - you can just pick up the cube through the grate and carry it all the way around. You should change at least part of it to glass to prevent that.

Otherwise I couldn't really find any issues, and generally enjoyed the map. My one complaint would be that there's a bit too much walking involved - I would have liked those shafts where you drop to the previous level to have been a bit closer together....

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SkyFerret
276 Posts
Posted Jun 14, 2012
Replied 1 hour later

El Farmerino wrote:
Pretty good map, overall; I'll second the love for these vertical designs of yours and this is another solid entry in the series. There's a bit of an exploit on the second floor - you can just pick up the cube through the grate and carry it all the way around. You should change at least part of it to glass to prevent that.

Otherwise I couldn't really find any issues, and generally enjoyed the map. My one complaint would be that there's a bit too much walking involved - I would have liked those shafts where you drop to the previous level to have been a bit closer together....

Thanks, I'm glad you enjoyed it. As for carrying the cube through the grate, damn, I never really thought about that. Perhaps I'll do like you mentioned about partial glass. And yes, there is a bit of excess walking involved. It wasn't until almost completing it that I realized I could have made it less wide. By then it was too much to rebuild. But nevertheless, thanks for playing.

I'm currently working on using other themes such as blue or orange gel. Orange gel presents a challenge because you can only go so fast on it. Perhaps it's just enough speed for a fling to the next level.

Cheers.

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sicklebrick
876 Posts
Posted Jun 14, 2012
Replied 2 hours later

SkyFerret wrote:
Thanks, I'm glad you enjoyed it. As for carrying the cube through the grate, damn, I never really thought about that. Perhaps I'll do like you mentioned about partial glass. And yes, there is a bit of excess walking involved. It wasn't until almost completing it that I realized I could have made it less wide. By then it was too much to rebuild. But nevertheless, thanks for playing.

Nah man, I like the width of it. Too many maps are very enclosed and cramped... This one gives you lots of room to see what's going on down at the bottom for example (and from a decent angle without being confused by 4-5 layers of glass) I think it's fine as long as it's well lit

As for carrying the cube around the corner.. yeah I did that too :S Thought it was intended. heh.

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SkyFerret
276 Posts
Posted Jun 14, 2012
Replied 1 hour later

sicklebrick wrote:
as long as it's well lit

And that is one key element I focus on. When I'm in the polishing up stage, I sometimes spend a hole evening looking over every angle. It may sound kinda picky, but I think it's worth the effort.