[RELEASE] BoxyTrixy!
Quote from HMW on April 25, 2009, 3:25 pmI know this is going to sound repetitive but: wow. This map is a real mind bender. At several points I had a very strong urge to give up and watch the spoiler videos, but I managed it on my own eventually.
I especially like how you have to [spoiler]re-use stuff from previous rooms to solve the next puzzle.[/spoiler] Its like you designed these puzzles by predicting what solution people would think of initially and then make the real solution something completely different.
Glovis wrote:[...]Ya, I'll admit it doesn't quite have the degree of visual decoration as some maps.[...]It's mostly a matter of taste whether to add lots of detail or not, as long as it looks decent. (No texture misalignment or invisible point lights etc.) Your design looks solid and unique. There are only a few glitches which I would fix if it were my map:
- You should make a 32 x 32 hole behind the ball catcher, so it looks correctly in the retracted position. Right now the thing just disappears into the wall.
- Pay some more attention to the placement of props in general and the geometry around them. For example, the fizzlers in the third room are a bit wider than the window frame and there is a little patch of tiled floor visible under the big red buttons. (The floor intersects the button base.)
Other than that: good job! I hope to see more of your work in the future.
I know this is going to sound repetitive but: wow. This map is a real mind bender. At several points I had a very strong urge to give up and watch the spoiler videos, but I managed it on my own eventually.
I especially like how you have to
It's mostly a matter of taste whether to add lots of detail or not, as long as it looks decent. (No texture misalignment or invisible point lights etc.) Your design looks solid and unique. There are only a few glitches which I would fix if it were my map:
- You should make a 32 x 32 hole behind the ball catcher, so it looks correctly in the retracted position. Right now the thing just disappears into the wall.
- Pay some more attention to the placement of props in general and the geometry around them. For example, the fizzlers in the third room are a bit wider than the window frame and there is a little patch of tiled floor visible under the big red buttons. (The floor intersects the button base.)
Other than that: good job! I hope to see more of your work in the future.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from hanging_rope on April 26, 2009, 5:11 amGlovis wrote:Um, so when does this get moved to "Community Releases" forum?
and why do we have to post releases here first, anyway?You aren't supposed to post them here at all.
They are supposed to be posted at community releases so it will be updated to the list on the home page
and why do we have to post releases here first, anyway?
You aren't supposed to post them here at all.
They are supposed to be posted at community releases so it will be updated to the list on the home page
Quote from Remmiz on April 26, 2009, 3:04 pmhanging_rope wrote:You aren't supposed to post them here at all.They are supposed to be posted at community releases so it will be updated to the list on the home page
Go make a post on the Community Releases forum, I dare you.
They are supposed to be posted at community releases so it will be updated to the list on the home page
Go make a post on the Community Releases forum, I dare you.
Quote from hanging_rope on April 26, 2009, 9:47 pmHow did I know that I was going to be completely wrong...
Well, it seems all the moderator's have died, so there is not much chance of it being moved (even if it was the best map ever)
How did I know that I was going to be completely wrong...
Well, it seems all the moderator's have died, so there is not much chance of it being moved (even if it was the best map ever)
Quote from Glovis on April 27, 2009, 4:16 amLOL HangingRope, wrong again.
Mr. again, actually putting portalable surfaces on the far wall was a last minute change, and I didn't realize that it created that new solution until I released the map Too late! But there's another, much less elegant solution than mine or yours where you don't have to [spoiler]fling the box up to yourself.[/spoiler] Anyway, I'm glad some of the puzzles hit the brain-bending-but not-impossible sweetspot.
HMW,
Quote:Its like you designed these puzzles by predicting what solution people would think of initially and then make the real solution something completely different.That was definitely true with the first box and the final puzzle. [spoiler]From the beginning, I wanted to have a puzzle where you knock a box off a high pillar. And yes, I purposefully put the lift right next to that pillar so that when people walk into the room they would think "ok I have to activate the lift to get the box"[/spoiler]
LOL HangingRope, wrong again.
Mr. again, actually putting portalable surfaces on the far wall was a last minute change, and I didn't realize that it created that new solution until I released the map Too late! But there's another, much less elegant solution than mine or yours where you don't have to
HMW,
That was definitely true with the first box and the final puzzle.
Quote from Glovis on April 27, 2009, 4:20 amAnd speaking of brain-bending...
You guys should try the game "Braid".
While Portal is a game that looks like a FPS, but is actually a puzzle game that bends the rules of space,
Braid is a game that looks like a classic platformer, but is actually a puzzle game that bends the rules of time. Seems like the kind of game portalers would like.
And speaking of brain-bending...
You guys should try the game "Braid".
While Portal is a game that looks like a FPS, but is actually a puzzle game that bends the rules of space,
Braid is a game that looks like a classic platformer, but is actually a puzzle game that bends the rules of time. Seems like the kind of game portalers would like.
Quote from Aldéz on April 27, 2009, 11:18 amReally well designed puzzels! Some of the solutions might have been a little too far-fetched for me though, but I maged to solve them myself except the one where you get to the last room. I never realized that [spoiler]the window on the floor was breakable. [/spoiler].
again wrote:[...]
i also had to use hint #4, i had a totally different solution in mind: [spoiler]i put the blue portal on the X from the start, put orange in the corridor w/ the energy orb, and then replaced the orange to the end of that corridor so that the ball goes through to the closed door. then i rode the elevator up, waited for a new ball to spawn, listened for the bounce against the closed door and fired the orange into the small room from the elevator so that the ball went in there.
thats where i started to have trouble, because the ball didnt always bounce at the corner perfectly and so it didnt always come back out right, but when it did, i activated the inner door switch, and let the ball fly out. unfortunately, even with immaculate timing the ball ran out literally less the five feet from the catcher. *facepalm* never would have thought of your solution.[/spoiler]
[...]I actually solved it this way.
I solved the puzzle in the last room differently too. [spoiler]I put a blue portal on the concrete wall, just right to the door. I went out from the last room and let the rocket fire towards me. When the rocket got out of the last room, I fired an orange portal in its path. It then got back to the last room and broke the glass.[/spoiler]
And one last thing; the autosave when you just got the second cube were triggered when I accidently fell through the portal. Everytime the autosave was loaded, I inevitability fell into the toxic liquid and died.
Really well designed puzzels! Some of the solutions might have been a little too far-fetched for me though, but I maged to solve them myself except the one where you get to the last room. I never realized that
i also had to use hint #4, i had a totally different solution in mind:
[...]
I actually solved it this way.
I solved the puzzle in the last room differently too.
And one last thing; the autosave when you just got the second cube were triggered when I accidently fell through the portal. Everytime the autosave was loaded, I inevitability fell into the toxic liquid and died.
Quote from hanging_rope on April 27, 2009, 10:45 pmGlovis wrote:LOL HangingRope, wrong again.I also thought that would happen...Stupid forums...
I also thought that would happen...Stupid forums...
Quote from Glovis on April 28, 2009, 1:21 amAldez, looks like you like doing everything the hard way
And sorry for the autosave fiasco!
Aldez, looks like you like doing everything the hard way
And sorry for the autosave fiasco!