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chamber ideas

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espen180 wrote:
I vote more difficult puzzles, because i want Portal to be a puzzle game rather than a flinging game.

I voted more difficult puzzles because flinging can be puzzles too :)

The poll options could use normalization.

Ninja solutions are a subset of skill tricks.

Puzzles-involving-gravity and puzzles-involving-collecting-objects are types of more difficult puzzles.

A more useful poll would be:
Are you most interested in maps with:
Logic Puzzles
Hand-eye challenges such as complicated flings
Settings other than the Aperture Science interior
?

Quote:
Are you most interested in maps with:
Logic Puzzles
Hand-eye challenges such as complicated flings
Settings other than the Aperture Science interior?

yes please :-)

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The cake is a PI

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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

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I was actually planning something like this, only the story would be you flung yourself too hard and a fan blows you out a tube and into space... and you land on an asteroid, which rotates and you have to solve puzzles on it.

Image

hm... i see the collecting objects idea isn't so popular. maybe that comes from hours and hours spent looking for that last mario coin or last dk banana... hm maybe banjo kazooie was the worst perpetrator with those puzzle pieces. ok we can lay that to rest. heh.

in the mean time, i'd like to see more logical puzzles... multiple and/or/nand/not etc. buttons to accomplish something... or some kind of rube goldberg contraption would be fun.

i think that to have a difficult puzzle is fun as long as its at least fair.

i don't like time constraints, until after i've figured out a puzzle, and am just trying to hone my athletic portal skills.

--

The cake is a PI

--

Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

--

I voted for more difficult puzzles, but what I really want are more difficult challanges. After figuring out the way to get to the end of a map I want to get gold in all three categories (challange mode is hopefully included). Normally I just go through the map again and, knowing the intended way to solve the puzzles, don't waste time, portals or steps, going somewhere I don't have to go, which is easily enough to get gold.

I prefer to look for different ways of solving the puzzles, which are harder to execute or find than the intended but allow me to save another portal/step/second and when I finally found enough of those tricks, I'd be rewarded with gold. Those unintended solutions probably exist in most maps without trying as sideeffects of the intended solution and mapdesign, you'd just have to find them and include them in challanges.
An example would be Myst_one. Ok the mapper didn't know how to get the golds when implementing the challenges, but I felt really great after aquiring all of them :D

Puzzles, man, puzzles! Reasoning over twitch any day. ;)

Link, mah boi, this peace is what all true warriors strive for!

I can't see how going outside will work tbh. I imagine the first thing anyone would do with an outdoor area and a portal gun is see how quickly they can break the map by flinging/portalling outside the intended play area, which would be very easy unless you put really high walls and *shudder* invisible barriers everywhere, at which point it might aswell just be an indoors environment.

I voted for more difficult puzzles. You can never run out of interesting ideas if you put your mind to it.

Companion Cube Chronicles WIP:
Story: 22.22222% Design: 33.33333%
Levels: 4.44444% Cake: 0.00000%
Voices: 0.0^3% in base 4
New models & Textures: ((e^28/pi*7)/0 - 42)%
Grief counseling: 111.11111%
Wroth wrote:
I can't see how going outside will work tbh. I imagine the first thing anyone would do with an outdoor area and a portal gun is see how quickly they can break the map by flinging/portalling outside the intended play area, which would be very easy unless you put really high walls and *shudder* invisible barriers everywhere, at which point it might aswell just be an indoors environment.

I'd love to see some outdoors stuff (even though I voted for puzzles). There's plenty of creative solutions that don't have to use invisible walls. Like, for example, a level set on top of a flat-top mountain (you know those rocky mountains / wild west ish thingies... no I've never been there so only know them from movies). That would solve the whole "flinging out of the map" quite neatly (by killing players off but not in a bad way, they selected it for themselves).

It could even be extended with actually having to fling from rock to rock! :)

You've just given me a great idea for a map and I must now leave.

Away! *fleee*

Companion Cube Chronicles WIP:
Story: 22.22222% Design: 33.33333%
Levels: 4.44444% Cake: 0.00000%
Voices: 0.0^3% in base 4
New models & Textures: ((e^28/pi*7)/0 - 42)%
Grief counseling: 111.11111%
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