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[RELEASE] Remmiz Test Chamber 2

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Just played the update. I went straight to the least portals challenge and actually got 13 this time.

I did just what Rivid31 did with 2 variations.
Look to my previous post to see the Room 4 description.
In Room 3 I did it close to what Rivid31 did except it seems that Remmiz has now made the second angled platform steep enough that you can't stand on it. So I

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So:
Room 1: 2 portals
Room 2: 4 portals
Room 3: 3 portals
Room 4: 4 portals
Total: 13 portals

Thanks to Rivid31 for Rooms 1 and 2 and the concept for Room 3. ...and for pointing out how obvious a solution I was overlooking at first in Room 4.

BTW, I almost was able to do Room 3 with 2 portals, but I couldn't quite build up the momentum to get high enough. I placed blue on the lowest angled platform and orange about a tile width away from the wall under the ledge(but I was backed up to that wall when I shot it). Then you crouch/jump into the orange portal and try to keep landing back in the orange portal every time you fly out of the blue portal. Its difficult to get a good start, but with pricision, luck, and portal funneling I got a steady circle going. I eventually stopped gaining momentum and the highest I could get was to watch my face fly right at that little exit sign under the ledge. If it were half an inch lower I would've pulled it off.

Shmitz wrote:
I enjoyed most of the puzzles on this map, except for the second one, which is seriously lacking in player feedback....

I'm not really quite sure how much more I can add to indicate what the switches do. There are signs on the ground as well as signs above the doors that they open. Simple trial and error, along with visualizing the room in your head, will make the puzzle pretty clear. In case you never figured out how to do it, at least how I intended...

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I've been getting a lot of mixed reviews about each individual room. For as many people don't like a room, the same amount do like it. I guess I will consider this my dud one and hopefully can make it up in the third one :)

Quote:
Its difficult to get a good start, but with pricision, luck, and portal funneling I got a steady circle going. I eventually stopped gaining momentum and the highest I could get was to watch my face fly right at that little exit sign under the ledge. If it were half an inch lower I would've pulled it off.

That half an inch was most definetly intended haha. I used to have a block sticking out around there but found out that you could land on it, jump onto the sign and into the exit only using 3 portals.

Remmiz wrote:
I'm not really quite sure how much more I can add to indicate what the switches do.

Given your description of the intended solution, some sort of visible or audible indicator that they are toggle switches would be a big help. Maybe alternate activation sounds, or have a small light that switches from orange to blue, or turns on and off. Just something to say "hey, this is a toggle, not a press-and-forget or a press-me-again-for-the-exact-same-action".

As another thought, side halls that lead to windows would allow players to explore and see what they've done with the switches without actually granting them premature access to those areas.

Updated with .93 Beta. Changes:
-Added side hallways in the second room to allow the player to see the entire room without having to move around.

I was able to do room 2 with only 2 portals. Jump toward the wall to the right of the door on the bottom level on the right side from the perspective of the door where you start. If you do it correctly, you will land on a little ledge with a corner of the portalable exit hallway visible. Shoot orange in it, then jump around the ledge to the room next to you and shoot/go through blue.

Due to time constraints, I was unable to get past room 3 with only 3 portals. I'll finish it later.

Total: 11 portals?

You can do room 3 with 2 portals :D

volt wrote:
You can do room 3 with 2 portals :D

I would really like to know how you managed that. I tried everything I could think of for about a half hour, and I couldn't manage less than three.

^ditto!^

Ryanocerous, nice find in room 2.

Request to be moved to Released Maps :D

Excellent work - difficult, and thus very satisfying to beat, but not so hard you get frustrated or bored. I, for one, liked the fling puzzle best. Yes, if you move wrong, you get stuck, but once you know what not to do, it's easy enough to avoid. And it's superlatively fun once you get your fling plan worked out.

Two problems, though: one, in the hallway approaching the column puzzle, knocking down one camera causes the other to fall off on its own, with no reasonable cause. Two, a more minor issue, is that completing chamber one does not load directly into chamber two. If you find time, an update to allow the first chamber to load into the second would be a great addition.

As always, I look foreword to more!

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