[RELEASE] Shmitzchamber
Quote from Player1 on November 14, 2007, 10:12 pmMeh, less errors, but still not quite optimal makes it 3:46. http://www.youtube.com/watch?v=ifj_DdWcXVg
Tomorrow I'll do some runs without the turret. I have a feeling I should be able to get it below 3:30. I keep getting better at it and can actually do up till Too Much of a Good Thing more or less perfect every time now. Mmm... much fun!
Meh, less errors, but still not quite optimal makes it 3:46. http://www.youtube.com/watch?v=ifj_DdWcXVg
Tomorrow I'll do some runs without the turret. I have a feeling I should be able to get it below 3:30. I keep getting better at it and can actually do up till Too Much of a Good Thing more or less perfect every time now. Mmm... much fun!
Quote from csimpok on November 15, 2007, 5:52 pmPlayer1: Some really nice ideas early in the map but for example I can do the jump to the final room without killing any turrets, jumping right from the sphere room, and it isn't too hard (maybe I get killed 1 time from 2-3 tries).
Anyway I have played most of the custom maps but this is among the best 3 for sure . Although I feel a bit let down because this was the first time I couldn't do a part of a map without help, I mean the last jump. Now I have seen 2 solutions for this: this one in the speedrun and another using the trajectory thingie. Which one is the intended solution?
Schmitz please carry on doing great maps, Accident Prone is also very good but I like it much better
Player1: Some really nice ideas early in the map but for example I can do the jump to the final room without killing any turrets, jumping right from the sphere room, and it isn't too hard (maybe I get killed 1 time from 2-3 tries).
Anyway I have played most of the custom maps but this is among the best 3 for sure . Although I feel a bit let down because this was the first time I couldn't do a part of a map without help, I mean the last jump. Now I have seen 2 solutions for this: this one in the speedrun and another using the trajectory thingie. Which one is the intended solution?
Schmitz please carry on doing great maps, Accident Prone is also very good but I like it much better
Quote from iamafractal on November 15, 2007, 9:02 pm[spoiler]http://www.youtube.com/watch?v=MtO85-gnSmA
when i saw the room with the companion cubes, i discovered an interesting thing.if you open a portal to that small hole that you have to go into to get into the final cake room, you can put two cubes there, one on top of the other. then when you try to squeeze in there, about 1 out of 15 times, you die. but most of the time, you just get popped up to the top of the cubes, and you can then step out and carry them around.
i think that phenomenon would make for a fun puzzle, where maybe you have to climb high up a very narrow room by utilizing that glitch.
of course once i took a few out, i wanted to bring them home.
if only the chambers were designed so you could somehow make your way back to the start, companion cube in tow. to incinerate it right at the beginning, of course, and thus open another door that'd be cool. ok or put it on a switch....
in "sneaky" i wonder if anybody more skilled can do what i did in this video, but with all the turrets there. hm.
http://www.youtube.com/watch?v=MuQvua_uTkU[/spoiler]
i don't know how to use the level dev kit, but if i tried it out, i'd probably design some kind of riven/myst style level that was a very non-linear/non modal space that you could go look for things in, to bring them back to other places.
i don't know how to use the level dev kit, but if i tried it out, i'd probably design some kind of riven/myst style level that was a very non-linear/non modal space that you could go look for things in, to bring them back to other places.
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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Quote from BlackSphinx on November 15, 2007, 10:25 pmWell I can barely break 4 minutes and a half due to sloppy play. I guess you win this time.
Well I can barely break 4 minutes and a half due to sloppy play. I guess you win this time.
Quote from Player1 on November 16, 2007, 4:07 amcsimpok wrote:I can do the jump to the final room without killing any turrets, jumping right from the sphere room, and it isn't too hard (maybe I get killed 1 time from 2-3 tries).I've tried that... lots... never survived. Do you do the jump the same way I showed in the video?
I've tried that... lots... never survived. Do you do the jump the same way I showed in the video?
Quote from csimpok on November 16, 2007, 6:53 amI did exactly what iamafractal did in his second video but without killing any turrets. Sometimes I get shot but I it never took me more than 3-4 tries to do it.
I did exactly what iamafractal did in his second video but without killing any turrets. Sometimes I get shot but I it never took me more than 3-4 tries to do it.
Quote from Player1 on November 16, 2007, 7:01 amcsimpok wrote:I did exactly what iamafractal did in his second video but without killing any turrets. Sometimes I get shot but I it never took me more than 3-4 tries to do it.Meh I don't like that approach, since a speed run would then have to rely on luck :/
Meh I don't like that approach, since a speed run would then have to rely on luck :/
Quote from youme on November 16, 2007, 11:58 amiamafractal wrote:I don't know how to use the level dev kit, but if i tried it out, i'd probably design some kind of riven/myst style level that was a very non-linear/non modal space that you could go look for things in, to bring them back to other places.I love Myst! with the exception of the final one
Mixing Myst with portal could make some VERY interesting maps. because linking books...no...linking wallsYou should learn how to use the SDK a map like this would be amazing.
So you know, you can have multiple pairs of portals so you could have several linking walls permanantly open whilst still allowing the player to have two portals under their own control.
I love Myst! with the exception of the final one
Mixing Myst with portal could make some VERY interesting maps. because linking books...no...linking walls
You should learn how to use the SDK a map like this would be amazing.
So you know, you can have multiple pairs of portals so you could have several linking walls permanantly open whilst still allowing the player to have two portals under their own control.
Quote from iamafractal on November 16, 2007, 8:41 pmheh portals all over. who knows where you'll land...
heh portals all over. who knows where you'll land...
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
--
Quote from Player1 on November 17, 2007, 2:03 amcsimpok wrote:I did exactly what iamafractal did in his second video but without killing any turrets. Sometimes I get shot but I it never took me more than 3-4 tries to do it.Hehe. I've found a much faster way
Hehe. I've found a much faster way