[PTI] Abstract Science 2

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PortalCombat
306 Posts
Posted Jun 21, 2013
This is a map with medium difficulty, where GLaDOS
is watching you, again.

Features:
- GLaDOS choreo lines
- speed gel
- bounce gel
- fizzler puzzle

Click here to download Abstract Science 2

Click here to download Abstract Science 2

&

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Lpfreaky90
2,842 Posts
Posted Jun 21, 2013
Replied 52 minutes later
Fun map!
http://www.youtube.com/watch?v=AjHRf1csW1w&feature=youtu.be
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RectorRocks
522 Posts
Posted Jun 22, 2013
Replied 17 hours later
A little too much back-tracking. But the puzzle was really creative!
Fu9v2ntGAec

Tell me if there are any unintended solutions!

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

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PortalCombat
306 Posts
Posted Jun 22, 2013
Replied 24 minutes later

RectorRocks wrote:
Tell me if there are any unintended solutions!

Thanks for the video, I was able to see an unintended solution, which you were not using,
but you could have been using it. Good thing you didn't, so I can edit the map now.

Edit: Map edited an re-uploaded.

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RogerL
490 Posts
Posted Jun 22, 2013
Replied 2 hours later
I also thought the puzzles were very creative. But there was a bit too much back and forth for my taste, and I found the last jump using the light bridge problematic -- I just had a hard time pulling it off successfully; but I'm sometimes clumsy that way.
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PortalCombat
306 Posts
Posted Jun 22, 2013
Replied 32 minutes later

RogerL wrote:
[...] But there was a bit too much back and forth for my taste [...]

Only if you don't think about your next steps.
You don't have to go back and forth too often, if you think before you do something.
RectorRocks did the same thing in his video and also shared your opinion.

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RogerL
490 Posts
Posted Jun 22, 2013
Replied 3 hours later

PortalCombat wrote:
You don't have to go back and forth too often, if you think before you do something.

And how do you do this on your first playthrough? How would I know, for example, that I would continue to need the blue gel in the orange gel room until I went in and investigated it, meanwhile losing my portals, and now needing to go back to get a portal under the blue gel again.

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PortalCombat
306 Posts
Posted Jun 22, 2013
Replied 29 minutes later

RogerL wrote:
And how do you do this on your first playthrough? How would I know, for example, that I would continue to need the blue gel in the orange gel room until I went in and investigated it, meanwhile losing my portals, and now needing to go back to get a portal under the blue gel again.

Uh, Spoilers!

In this case, you are right - you have to go back then, of course.
But its not that much work to get your portal back and get to the other side again.
I understand your point, but the map isn't that big... is it?

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RogerL
490 Posts
Posted Jun 22, 2013
Replied 2 hours later
Oops! Sorry. No, it isn't that hard to go back. I thought it was a small flaw in an otherwise clever puzzle. I have to complain about something; you keep churning out good map after good map. We may have to start calling you PortalCombatFerret.
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PortalCombat
306 Posts
Posted Jun 22, 2013
Replied 33 minutes later

RogerL wrote:
[...] I have to complain about something; you keep churning out good map after good map. We may have to start calling you PortalCombatFerret.

Hehe, you should see my unfinished maps and even the 1000 test maps I will never publish.
I always have these crazy ideas and try to get them working.

If I like the way the puzzle is working out, I am gonna build a map with it, but if I don't like
it the first time, I just throw it in a dark corner to never think about it again.
(until I maybe decide to give it another try)

But the PTI Editor is pretty limited and I am too lazy to build my maps with Hammer (altough I could and should),
so I can't get everything to work as I want it. Maybe someday I will have some energy to use Hammer for
a new map without the PTI bugs and problems.


Another thing is:
It is really hard to guess the difficulty of a map and which level is enjoyable for most of the players.
Sure I could just make very easy maps, but I love to add some twists and get the players thinking for a while.
(I am better at that part in my coop maps - singleplayer is kind of new way to think for me ^^)

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sicklebrick
876 Posts
Posted Jun 25, 2013
Replied 2 days later
Cheers, fun map

Took me a while to figure out how to get the cube accross, but I really enjoyed all the backtracking.
As usual with your maps, every single little step required extra work and some thinking, which I really like!