[SP] Telekinesis 2

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sicklebrick
876 Posts
Posted Jun 05, 2013
Use your mind to launch cubes and grab them from afar. It's a bigger, harder map this time around, with more to see and more to do. Don't forget the gnomes!

Click here to download Telekinesis 2

Click here to download Telekinesis 2

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sicklebrick
876 Posts
Posted Jun 05, 2013
Replied 1 minutes later
Double posting for the sake of clarity and the description....


Well, it's been a wee while coming, but hopefully it's worth the wait!
This should address some of the problems with the last map such as the overall length and lack of exploration of the core mechanic.
As you'd immagine there are several solutions to each part, but hopefully there's a nice balance.

Challenge:
Find and Destroy 5 Gnomes (not including the example one).
Watch out, they bite. No reward, just satisfaction.

I'd love to see your solution for the main puzzle and gnomes, so if you could spare the time for a vid, that'd be cool. Also unintended solutions. I'm all over that

Anyway, enjoy!

Edit for V6:

-Added cube droppers. I don't like them, but others seem to.
-Reworked some of the white beams
-Removed Rector's Solution for now.
(I'd have left it, but I want to see if anyone's discovered the other way)
-Made the gnomes less bloodthirsty
-Other minor bits n bobs.

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LoneWolf2056
193 Posts
Posted Jun 05, 2013
Replied 51 minutes later
If anything I thought this map was a lot easier than the first one, but they are great puzzles, really enjoyed Love all the interesting uses. It is a little odd the puzzles get easier as you go along, though I suppose that's also because you get more used to using the device.
No real complaints, again you have your unique style that is clean and easy to decipher the important visual elements without looking bland and repetitive like normal clean chambers do.
You may want to add cube droppers though, its a bit odd seeing the cubes literally spawn in. Apart from a few really minor texture errors and some of the fizzler models are very slightly off grid (nobody else would notice )

Awesome, intelligent, puzzles that aren't taxing but are still satisfying to solve and don't require insane ninja moves

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sicklebrick
876 Posts
Posted Jun 05, 2013
Replied 6 minutes later
Cheers LW - and especially for all the bug reports and stuff
cough Autosaves will be ready in a few minutes...

Edit:
Just uploaded v5 with some autosaves, fixed textures, etc.
Thanks again LoneWolf, and as I forgot earler, cheers LP for the deathfieldfizzlers!

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RogerL
490 Posts
Posted Jun 05, 2013
Replied 41 minutes later
Another entertaining/baffling puzzle. I haven't looked for gnomes yet, but I did have a cube disappear. I was playing around with shooting and retrieving the cube and it suddenly disappeared and I was looking right at it when it happened. I'll play around with it some more tomorrow to see if I can replicate it. Other than that, everything worked great. One question: are you meant to retrieve the cube while leaning through a portal? That seemed like cheating, but I never know with your puzzles.
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sicklebrick
876 Posts
Posted Jun 05, 2013
Replied 1 hour later
Weird, that's the second report of cubes vanishing. Maybe they don't like you. They are sentient you know. Anyhoo, yeah, that thing you mentioned is one of the intended solutions
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RectorRocks
522 Posts
Posted Jun 06, 2013
Replied 8 hours later
Yet another excellent map from the Telekinesis series Really well made map with excellent and creative puzzles.
Here's my blindrun: (20 minutes, sorry if its painful!)
IsCHmGGT9DU

Tell me if there are any unintended solutions!

Feedback:
Feedback
-Cube droppers need...well, cube droppers. Its kinda weird that the cube just spawns from nowhere.
-The chamber is too eerie. Maybe add a little music or two?
-The O button doesn't have its signage but I guess its alright because you can actually see the fizzlers disable and enable.
-Some dark spots can be seen on the panel stairs.
-Gnomes are pretty awesome, but they're quite annoying at the same time because of how they explode once you let go of it.
--In the video, I noticed about 3 gnomes 'slots' but got too lazy to break or rather move those walls away to reveal the gnome.
--I noclipped after completing the map to find all 5 gnomes.
* 1) At the main area, facing the entrance, on the right side of the fizzler above.
* 2) At the main area, on the left, beside the fizzlers that lead to the 'Gnome Introduction Room'
* 3) At the 'Gnome Introduction Room', facing the laser field, above.
* 4) At the flinging room, facing the exit door, above.
* 5) At the area near the O button, needs portal-bumping in order to access the gnome.

5/5. Excellent.
Thanks for mapping!
Cheers!

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sicklebrick
876 Posts
Posted Jun 06, 2013
Replied 4 hours later
Oh god, too funny Rector... I was at work, watching you jump on the moon button like an angry child, and just laughing my ass off

I didn't think you could grab the cube through the glass like that at the end, but hey.. you pulled it off. You're supposed to pause the cube over the button in the center of the room, but that doesn't really matter- the rest is more or less intended!

Thanks also for the notes - I'll fix some stuff in v6

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RogerL
490 Posts
Posted Jun 06, 2013
Replied 1 hour later
Well, I got all of the gnomes, but I'm not sure if I always did it the way you intended. I found out that you can stand on the cube and do a series of jump, grab, pause to get you high enough to access the gnomes. But it looked like in the star room you intended a series of looped flings through floor portals while manipulating the cube to turn the fizzlers on and off. But that is just beyond my skill level. And I couldn't replicate the disappearing cube trick, so I'm not sure what might have caused it.
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sicklebrick
876 Posts
Posted Jun 06, 2013
Replied 19 minutes later
Heh, yeah, there's no real intended solution to the gnomes - I just made sure it was at least possible solution, but some of the techniques you can do:
-Jump off cube, pause and grab it (as mentioned).
-The looped flings you mentioned. (tricky)
-Pausing it at the top of floorportal flings, then jumping off it to gain more height each time.
-Placing it in front of the faith plate to alter the trajectory and slide onto it.
-Grabbing it rolled\pitched 45 degrees then using it as a ramp.

I think the disappearing cube might have something to do with people skipping the intro.
If you're dead set on skipping that, then feel free to type ent_fire button_skip press which should press a hidden test button =)

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quatrus
1,047 Posts
Posted Jun 06, 2013
Replied 1 hour later
excellent map, neat cube trick..
Had a problem though in the second room:if I F6 saved and had to restart; the cube paused on the bridge button would not come with E or drop with EE had to restart the whole level and not save, then all worked. Only found 2 gnomes - will have to try again...later. Thanks for creating -
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sicklebrick
876 Posts
Posted Jun 06, 2013
Replied 22 minutes later
D'oh. Seems everyone's having that issue with the frozen cubes. I can't figure out what's causing it, but will update when I do! GLad you like it
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Shakky
228 Posts
Posted Jun 06, 2013
Replied 1 hour later
Awesome Sickle. I really enjoy these Telekinesis puzzles.

Here is my solution for the puzzle and each of the gnomes:
Ufsuh-vAOT0

I didn't run into any problems with the cube. Everything worked fine and dandy.

The biggest problem with these super powers is the fact that blocking some of the unintended solutions is just impossible. But I think it's part of the fun.

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sicklebrick
876 Posts
Posted Jun 06, 2013
Replied 2 hours later
Oooh, more new solutions to the first and third parts shakky
Good job on the gnomes too - I half expected some grand elaborate scheme to get to the high-up gnome, but that does the trick. Thanks for the vid!
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Jepp
134 Posts
Posted Jun 09, 2013
Replied 2 days later
Really really awesome puzzlemechanic sicklebrick! Lot of potential! I made you a solution video and I found and issue with the part with the starsign. The deathfield in the middle is turned of when the cube from the last room is on the button, it's probably a problem with the name of it. Really nice concept and I'd love to see more!

Solution Video
81ld-bZtUTA

Thanks for mapping!

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sicklebrick
876 Posts
Posted Jun 09, 2013
Replied 3 hours later
Hah, cheers jepp - I never thought to check the fizzler names like that
Loving the solution though - what an awesome way to keep the death fizzler open.
Thanks for the vid
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El Farmerino
393 Posts
Posted Jun 09, 2013
Replied 5 hours later
Awesome work, bricklefish - as ever, your chambers are nicely presented with a distinctive style that serves the puzzle design brilliantly, and of all the maps you've done I'd say this is the best at making the most out of the new mechanics. I love how everyone's solutions are slightly different. Here's mine (still about 45 mins left on the upload):

g4gS6ekJ7FU

In the first room I tried doing what Jepp did for a while then gave up and found what I presume is the intended way. Not sure what made the cube fizzle in the second room; must be stronger than I thought. By the way, the voting dialogue kicks in before the congratulatory message is finished - you might want to add a few secs to the timer for it.

Top marks from me, thanks for uploading.

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sicklebrick
876 Posts
Posted Jun 09, 2013
Replied 1 hour later
Bricklefish... I like the cut of your jibberish!

Heh, I do like how people have come up with so many solutions. You're actually the first person to do part 1 as intended, and even parts 2/3 are variations on existing ones. I've been meaning to fix a couple of those bugs you saw, but today is a lazy sunday so I hope they weren't too distracting.

Thanks for the vid and kind words

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Lpfreaky90
2,842 Posts
Posted Jun 11, 2013
Replied 2 days later
weehaaw great fun:

http://www.youtube.com/watch?v=KyWfan15obc

5/5 eggcelent!

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sicklebrick
876 Posts
Posted Jun 11, 2013
Replied 1 hour later
Hahah, cheers LP - it's pretty cool getting a critique, playthrough and blindrun all in the one vid.
Not sure why the start didn't work the first time, but at least it's on video for now
It's pretty interesting that you didn't do a single bit as intended, but more interesting I think is watching as you adapt and realise like "aww, yeah, I can do that now...".
Cheers for the vid, and for all the tips =)

P.s. Never! I hate using 128 high fizzlers for tall fizzler sections, makes it hard as hell to see!