[RELEASE] MiniPuzzles - Cubelogy
Quote from penapappa on September 25, 2008, 1:27 pmOk I'll try to make time challenge later, and yeah there is portal bumpers, but they don't work, I don't know why...
and for those who want help for gold challenge read hint below:
[spoiler]the camera[/spoiler]
Ok I'll try to make time challenge later, and yeah there is portal bumpers, but they don't work, I don't know why...
and for those who want help for gold challenge read hint below:
Quote from reepblue on September 25, 2008, 9:17 pmpenapappa wrote:[spoiler]the camera[/spoiler]I did that normally, cause I did not know how to hold down both buttons.
I did that normally, cause I did not know how to hold down both buttons.
The more you give, the less appreciated it will be received.
Quote from jrlauer on September 27, 2008, 5:58 amGreat map. This one made you think. I managed to [spoiler]get the cube to the button under the floor by balancing the cube on the button in the side room that shuts of the particle field. After I put a portal next to the particle/force field in the floor in the main room, I stood on the button that turns that off and shot a portal at the wall the cube was leaning against. It tumbled through the portal and down to the button beneath the floor.[/spoiler] I don't know if that's how it was supposed to be solved, but it worked for me.
Great map. This one made you think. I managed to
Quote from Mek on September 27, 2008, 9:22 amjrlauer wrote:[spoiler]get the cube to the button under the floor by balancing the cube on the button in the side room that shuts of the particle field. After I put a portal next to the particle/force field in the floor in the main room, I stood on the button that turns that off and shot a portal at the wall the cube was leaning against. It tumbled through the portal and down to the button beneath the floor.[/spoiler]Yeah, it is the trick, but you didn't have to [spoiler]lean the cube to a wall, you were supposed to get the cube into the square room with arrows on the floor (I suppose that is its purpose) and shoot a portal under the cube.[/spoiler]
Yeah, it is the trick, but you didn't have to
(percentage calculation sphere self-test failed!)
108.1% done, -8.1% remaining...
Released here!
All maps for Portal (1/2) worth playing are mirrored here.
Quote from penapappa on September 27, 2008, 12:03 pmYes that what Mek did is the way that I thought it. I surprised that there is so many ways to to that puzzle, but I think that it's a good think
Yes that what Mek did is the way that I thought it. I surprised that there is so many ways to to that puzzle, but I think that it's a good think
Quote from Bulska on September 27, 2008, 3:06 pmI just thought it trough, I think I can manage it with 6 portals.
I just thought it trough, I think I can manage it with 6 portals.
Quote from Bulska on September 27, 2008, 3:26 pmWtf lol this must be the strangest solution ever. I managed the Golden least Portals! Really something u need to think trough quite alot.
Wtf lol this must be the strangest solution ever. I managed the Golden least Portals! Really something u need to think trough quite alot.
Quote from bizob on September 28, 2008, 9:23 pmGreat job on this one. Really made me think. Not sure why you can't put portals on the angled concrete walls, that's kind of odd. The portal bumper thing annoyed me, but it's my pet peeve in Portal maps. If the bumbers aren't working try making them a func_non_portal_volume, it's worked for me in the past. I did kind of miss GLaDOS making some kind of remark when the camera falls. Funny we miss that but none of the other overused quotes.
One very small suggestion and I admit this is getting picky but you may want to start using "mitered" edges. I'll try to explain what I mean. When making a window frame (for example) instead of just putting your vertical brushes on top of your horizontal ones, make all the corners at 45 degree angles. Use the Vertex tool to do this. When you apply the textures they will blend and look smoother. Here's a sample, the one on the right is mitered:
[img]http://img517.imageshack.us/images/thpix.gif[/img]
Again, I know this is very picky but take it as a compliment that this is the only visual suggestion I could come up with.
Other than that great map, good looking, fun to play. Keep up the good work.
Great job on this one. Really made me think. Not sure why you can't put portals on the angled concrete walls, that's kind of odd. The portal bumper thing annoyed me, but it's my pet peeve in Portal maps. If the bumbers aren't working try making them a func_non_portal_volume, it's worked for me in the past. I did kind of miss GLaDOS making some kind of remark when the camera falls. Funny we miss that but none of the other overused quotes.
One very small suggestion and I admit this is getting picky but you may want to start using "mitered" edges. I'll try to explain what I mean. When making a window frame (for example) instead of just putting your vertical brushes on top of your horizontal ones, make all the corners at 45 degree angles. Use the Vertex tool to do this. When you apply the textures they will blend and look smoother. Here's a sample, the one on the right is mitered:
[img]http://img517.imageshack.us/images/thpix.gif[/img]
Again, I know this is very picky but take it as a compliment that this is the only visual suggestion I could come up with.
Other than that great map, good looking, fun to play. Keep up the good work.