[SP] The Second Exodus

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Mumbles
15 Posts
Posted Aug 14, 2012
Replied 1 hour later
While you're fixing things, in the third room, after pressing the button surrounded by laser fields, one of the trigger_hurts doesn't get disabled. It's the one directly across from the white panel presumably used to get back onto the light bridge easily. It's easy to work around, but it'd be nice if it gets disabled as well.

Also, the areaportal in the fizzler to the second room seems to be visible when it's not supposed to be.
I've had this happen when entering the second room through a portal in the third room.

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josepezdj
2,386 Posts
Posted Aug 14, 2012
Replied 31 minutes later
Yeah! thank you so much, I already noted thse 2 bugs a while ago. They're already well fixed, thanks for pointing them out!

I'll be glad to check what you are capable to find in the next version! looks like you're very good player!

Thanks for playing my map.

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Mumbles
15 Posts
Posted Aug 14, 2012
Replied 51 minutes later
Here's how I completed the third room and reached the exit on my second playthrough. Should be easy to prevent.

Also, sometimes the cube would be fizzled when travelling through portals on this platform.

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josepezdj
2,386 Posts
Posted Aug 14, 2012
Replied 14 minutes later

Mumbles wrote:
Here's how I completed the third room and reached the exit on my second playthrough.

Ey... thanks! I'll give a look when I arrive home

Mumbles wrote:
Also, sometimes the cube would get fizzled when travelling through portals on this platform:

Hmmm... weird, overall when that platform is not even close to the water (trigger_multiple with the !activator > dissolve output...). I haven't been able to repropduce that any time... And yesterday I was playing a lot... ofc I'm now only playing to the updated version, but still there is no significant changes around that area... Let's see if any cube gets fizzled in the new version; no one has mentioned that bug before though...

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greykarel
225 Posts
Posted Aug 14, 2012
Replied 6 minutes later
Sure, I'd love to take a part in beta-testing of the new version. You can send it to me any time it's ready.
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josepezdj
2,386 Posts
Posted Aug 14, 2012
Replied 15 minutes later
Thank you so much Grey you'll have it later today!
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Mumbles
15 Posts
Posted Aug 14, 2012
Replied 3 hours later

josepezdj wrote:
Hmmm... weird, overall when that platform is not even close to the water (trigger_multiple with the !activator > dissolve output...).

You're right. After some more testing it appears to occur when going through portals on the white tiles on the floor when you first enter the third room. Makes more sense since the acid and trigger are directly below the floor there.

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The_Butler
31 Posts
Posted Aug 14, 2012
Replied 1 hour later
I feel ashamed but I do need to ask for a hint... I've had a look around both sides of the startpoint, got the cube in room 1 but well, it seems the only portable way out of the room is to build up speed and get out ninja style. But: > BEARD! wrote:

In the first room, once I've got the laser cube do I have to put myself into an infinite drop and fling upwards to reach the starting hub?

so... this question has already been asked, /me puts away black robe
I suppose if someone can give me a hint.. I usually look at the portable surfaces and what "kit" I have available to come to a solution... and I can't see a way out of this puzzle, it feels claustrophobic in a way...

just a small hint please?

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josepezdj
2,386 Posts
Posted Aug 15, 2012
Replied 19 hours later
Hi there The_Butler! First of all thanks for playing!

Second, I already answered BEARD!'s question. It is NOT necessary to use an infinifling to get out from room 01.

Let me hint you what to do... That "kit" you need to come to a solution is composed by the floor button and how it changes the status in the chamber, k? So, by now, I'll only say this: you have to start with the cube on the button and a portal opened down the exit ledge and the other in the panel that opened up in the ceiling; now you start by falling down from this ceiling portal and reopening it on the floor while you fall: this has just allowed you to get momentum between the 2 floor portals... Now you have to think on how to continue changing the chamber status without losing momentum...

Mumbles wrote:
josepezdj wrote:

Hmmm... weird, overall when that platform is not even close to the water (trigger_multiple with the !activator > dissolve output...).

You're right. After some more testing it appears to occur when going through portals on the white tiles on the floor when you first enter the third room. Makes more sense since the acid and trigger are directly below the floor there.

Man, I cannot reproduce it.... really. And the trigger_multiple is far below that acid surface... I'll recheck and maybe make those white tiles where the portal opens thinner that the rest (anyway, the player wouldn't notice )

EDIT

  1. The new version of the map is finished (finally!) and currently being beta-tested. As soon as all beta-testers send a feedback confirming at least that everything works fine, I'll post it in a different thread and also will be a different link in the workshop. It's called The Second Exodus 2.0 because I've introduced many changes and I wanted to remark it somehow .I kindly beg you to stop playing this version, it's nonsense.

  2. A video solution will be available since the first moment I release the new version, but still I'd like to keep it unposted for a while in order to let ppl play and solve it. However, anyone who really want to see it can pm me and I'll send its youtube link immediately, ok?

  3. Hopefully, this version is funnier, from all points of view much better, and also easier. I've spent much time in chamber n?3 trying to tweak every little step so the player doesn't get too frustrated. the last step keeps being a little hard though, because it requires abiliity and accuracy, and midair portalling, though again, I've tried it to be easier than before...

Thanks a lot to anyone who plays it. All suggestions, report of any bug that you may encounter, or whaever feedback is much appreciated!

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PCdoc
245 Posts
Posted Aug 18, 2012
Replied 3 days later
My solution to the incredible Room 1 is as follows.
(devilishly tricky) :

place cube on "edge" of button so you can easilly grab it and shoot portal in ceiling
walk to other hallway - shoot blue portal in floor
while falling shoot orange portal in floor
while seesawing - grab cube off edge of button
while seesawing, drop cube on floor between you and the edge (may take a few tries)
while seesawing, gradually reshoot orange portal to move around cube and get near the edge too
if needed regrab blue cube, drop it again, reshoot orange portal, repeat until positioned right
(both the cube and Orange portal need to be near the edge - and the portal must be near the white portable surface down in the pit)
now when you sail up through orange portal - move sideways to drop into pit and reshoot orange portal there
you will now shoot upward with enough velocity to reach the main room - move sideways to get onto edge
finally jump back down into blue portal, and when you sail up - grab cube on the edge - resail back up and move sideways so you and the cube are now in the main room

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HMW
806 Posts
Posted Aug 23, 2012
Replied 4 days later
I'm going through all of the maps that I played for the contest and post my rating and comments.
It may be a bit out of date if you have updated your map since then, but hopefully it's useful feedback nonetheless.

judging comments
||Aesthetics: 5
This is the most beautiful map I have seen so far in this contest. Not only does it have a very unique style, the lighting, textures custom details and custom skybox all form a solid, coherent theme that wouldn't look out of place at all in a commercial game. Some models are white and the cylindrical wall lamps are missing a texture, but I don't feel like subtracting points for that since it's obviously a packing error.

Gameplay / Difficulty: 3;2
The layout of the rooms is well thought out, and there are enough visual indicators to make it clear how everything works. Unfortunately I'm very bad at fast reflex flinging puzzles, so I didn't get very far. I might try again later if I get some "a-ha" moment.

-- Update 12 Aug: Did get said a-ha moment and got to the third room with the lens cube. It's not as Nintendo-hard as I thought, but still quite tough. The positive thing is that there's a fair amount of thinking involved as well, so I corrected the gameplay and difficulty points a bit.

Personal score: 4||
Looking forward to the updated version! I can't wait to see this map in all it's glory, without missing textures!

@PCdoc: That's almost how I did it. Except I parked the cube in the hallway by the blue portal, so that I don't need to keep manipulating it while preparing to drop down the deeper hole in the main room. You can still fetch it later in pretty much the same way.

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josepezdj
2,386 Posts
Posted Sep 05, 2012
Replied 12 days later
HMW, I really appreciate your kind words, man I've read your comments and thoughts about my map carefully since you posted it, but due to the fact that I've been frustrated / working on improving the map, I didn't ever reply until now...

Indeed it is extremely helpful and cheering to discover what one's map caused in judges' mind... at least for me! I'm sooooooooo happy to read what you said dude, even though both of us know there were many flaws to polish yet... due to not having tested it properly (maybe I spent too much time on visuals ). Also I still don't know how I came with a dificulty level so unusual for a contest. Not because of the level, but for the type. I should have mapped some other of my paper sketches, something more twisted in terms of logic, rather than too much flinging... but the fact is that I love flinging

I released a new version of the map, I'd be glad if you test it too. It's not so hard, really, and there's an easter egg included, I hope it's funny.

@PCdoc: Good work! I'm glad you achieved it! And you too HMW... would you continue on now once you've got that slippery cube?