Contest 1010 - Afterburn
Quote from JackSafari on December 12, 2010, 11:21 pmInteresting shortcut. I tried it and it worked. The slanted door was open when I took that shortcut.
However, if I do play the entire map getting to the chamber and the slanted door is closed again, I don't mind taking the shortcut I found as demonstrated in my video.
As a side comment... In a steam forum two days ago I posted a humorous example of what I wanted to see in Portal 2, which was a shortcut that took the player from the very start of Portal 2, to the very end of Portal 2, thus speedruns would be under 10 seconds and be separated by milliseconds (8.753, 9.743, 9.757, etc)... I did so as a commentary against "Out of bounds" play because I think OoB play takes all the fun out of the game, thus if "anything goes", lets just have some really absurd speedruns that skip the entire game.
Interesting shortcut. I tried it and it worked. The slanted door was open when I took that shortcut.
However, if I do play the entire map getting to the chamber and the slanted door is closed again, I don't mind taking the shortcut I found as demonstrated in my video.
As a side comment... In a steam forum two days ago I posted a humorous example of what I wanted to see in Portal 2, which was a shortcut that took the player from the very start of Portal 2, to the very end of Portal 2, thus speedruns would be under 10 seconds and be separated by milliseconds (8.753, 9.743, 9.757, etc)... I did so as a commentary against "Out of bounds" play because I think OoB play takes all the fun out of the game, thus if "anything goes", lets just have some really absurd speedruns that skip the entire game.
Quote from Whysopro? on December 13, 2010, 12:12 amQuote:lets just have some really absurd speedruns that skip the entire game.Amen!
Amen!
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Quote from JackSafari on December 13, 2010, 1:08 amWithout any intent of getting personal, I just want to say, I absolutely hate the chamber with the two timed lifts.
Its example of hair splitting timing and every step needs to be dead on perfect or the player is forced to start all over from the very start of the chamber. I got very frustrated because I would get to the second lift many times and I would be half second too late. As a player, I really really hate chambers that are designed so that only a perfect run is successful, anything less than perfect results in failure and a complete reset of the chamber. It's no fun failing over and over and over when there no other option than to do everything perfectly. And if on subquent runs I still find I need to do manual saves just to get through a chamber, then I tend to consider the chamber has been over tweaked in terms of difficulty. And with other maps, I have wondered if the designer thinks a good design is when the player fails (and is frustrated) over 80% of the time.
During my first run through of this chamber (two timers, two lifts), I was a few attempts away from quiting the entire map because my thought was that there were going to be more chambers as hard or harder, and I would be spending my time trying to beat timers over and over, all set so a perfect chamber run was absolutely the only possibility.
I don't mind difficult options when its not the only option. In Portal, I've spent hours in a single chamber perfecting near impossible moves, but there were always easier options if what I was attempting had a 98% failure rate.
Without any intent of getting personal, I just want to say, I absolutely hate the chamber with the two timed lifts.
Its example of hair splitting timing and every step needs to be dead on perfect or the player is forced to start all over from the very start of the chamber. I got very frustrated because I would get to the second lift many times and I would be half second too late. As a player, I really really hate chambers that are designed so that only a perfect run is successful, anything less than perfect results in failure and a complete reset of the chamber. It's no fun failing over and over and over when there no other option than to do everything perfectly. And if on subquent runs I still find I need to do manual saves just to get through a chamber, then I tend to consider the chamber has been over tweaked in terms of difficulty. And with other maps, I have wondered if the designer thinks a good design is when the player fails (and is frustrated) over 80% of the time.
During my first run through of this chamber (two timers, two lifts), I was a few attempts away from quiting the entire map because my thought was that there were going to be more chambers as hard or harder, and I would be spending my time trying to beat timers over and over, all set so a perfect chamber run was absolutely the only possibility.
I don't mind difficult options when its not the only option. In Portal, I've spent hours in a single chamber perfecting near impossible moves, but there were always easier options if what I was attempting had a 98% failure rate.
Quote from Whysopro? on December 13, 2010, 7:00 amLol It's like playing Super Meat Boy. Man that game is so CRUEL! The levels are so small but I see my friend die 99999 times before completing it.
Lol It's like playing Super Meat Boy. Man that game is so CRUEL! The levels are so small but I see my friend die 99999 times before completing it.
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Quote from JackSafari on December 13, 2010, 12:16 pmWhysopro? wrote:Lol It's like playing Super Meat Boy. Man that game is so CRUEL! The levels are so small but I see my friend die 99999 times before completing it.Yeah... I have seen far far worse when it comes to games that go way too far in making the game play difficult for the player. Generally it is just a bad design: "if you can't figure out what to design next, just make the next levels impossiblity hard, and neive players will think it must be cool because it is impossible"
Yeah... I have seen far far worse when it comes to games that go way too far in making the game play difficult for the player. Generally it is just a bad design: "if you can't figure out what to design next, just make the next levels impossiblity hard, and neive players will think it must be cool because it is impossible"
Quote from Motanum on December 13, 2010, 1:25 pmSome comedian wrote:Video games are quite harsh, I mean, it is the only medium in which if you are bad at it, it refuses to allow to continue through.No movie or book will cut through the middle and ask you what are the themes involved or to explain why inception might just be possible
Quite funny stand up comedy :p
Can get the video if you guys want it
No movie or book will cut through the middle and ask you what are the themes involved or to explain why inception might just be possible
Quite funny stand up comedy :p
Can get the video if you guys want it
Portal Maps - Motanum's Cheating Test [3 map pack and 2nd place winner]
Portal 2 Maps - Slanted Bridge | Main Four | Juggling | Wall Bridge
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Quote from msleeper on December 13, 2010, 4:32 pmStay on topic, please.
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Quote from hanging_rope on December 19, 2010, 10:43 pmI played this map, and found it was quite good, apart from some design flaws . For example, in that chamber where you [spoiler]stack two cubes to get to the bts area, I had brought one cube with me and then eventually gave up after about an hour, as stacking 2 cubes is usually a bad idea.[/spoiler] In the "final boss scene" thing, it was quite confusing as to what had to be done, as it was not made obvious.
I enjoyed it, though.
I played this map, and found it was quite good, apart from some design flaws . For example, in that chamber where you
I enjoyed it, though.
Quote from again on April 20, 2011, 6:55 pmThis map. Just.... wow. So... just... I loved it.
The puzzles were challenging (which is saying something coming from me). I just got so caught up in this map, it was like I was playing portal for the first time all over again. And it was looooong, which I am so grateful for! Not only was it long, but it was consistent! Not like some maps that seem to drag out forever, this one continually engaged me. The looping twisting layout of the chambers and the non-linear feel to it was just so much fun.Only one puzzle really gave me too much trouble, and that was the one [spoiler]where you have to get the cube up to the raised button, and the platform in the center goes into the floor if you're standing on it. I ended up being able to just throw the cube up to the button without portals at all.[/spoiler]
The [spoiler]turrets popping out of portals in the floor[/spoiler] genuinely surprised me, and really made the map stand out. The ending was spectacular.
This is definitely going down in my books as one of THE single best Portal maps.
This map. Just.... wow. So... just... I loved it.
The puzzles were challenging (which is saying something coming from me). I just got so caught up in this map, it was like I was playing portal for the first time all over again. And it was looooong, which I am so grateful for! Not only was it long, but it was consistent! Not like some maps that seem to drag out forever, this one continually engaged me. The looping twisting layout of the chambers and the non-linear feel to it was just so much fun.
Only one puzzle really gave me too much trouble, and that was the one
The
This is definitely going down in my books as one of THE single best Portal maps.