[RELEASE] Shmitzchamber
Quote from Jaso on November 19, 2007, 10:54 amThe doors of the end-elevator don't close fast enough, its possible to get out and see it leaving without you. So you can beat your challange and then go playing with the companioncubes and the cake as much as you want
[spoiler]even without the turret it's still possible to get into the first energyball-room without a fling: you can stand on the button and jump around the corner[/spoiler]
I was able to get 23 portals using that jump, 25 without it.
edit: I just got rid of another portal, now finishing with 22
The doors of the end-elevator don't close fast enough, its possible to get out and see it leaving without you. So you can beat your challange and then go playing with the companioncubes and the cake as much as you want
I was able to get 23 portals using that jump, 25 without it.
edit: I just got rid of another portal, now finishing with 22
Quote from Crooked Paul on November 19, 2007, 6:04 pmJaso wrote:[spoiler]even without the turret it's still possible to get into the first energyball-room without a fling: you can stand on the button and jump around the corner[/spoiler]Very clever! And totally logical.
I was stumped on that fling forever, but when I finally landed it I was thrilled. I exclaimed "Yes!" aloud without meaning to.
(BTW, welcome to the forums, Jaso.)
Very clever! And totally logical.
I was stumped on that fling forever, but when I finally landed it I was thrilled. I exclaimed "Yes!" aloud without meaning to.
(BTW, welcome to the forums, Jaso.)
Quote from Player1 on November 19, 2007, 6:24 pmShmitz wrote:Player1, can you take a screenshot of the new observation room? It's not bright for me; in fact, I had to tone the lightning down a tad to keep it from being one massive wash of white.[img]http://uffefl.googlecode.com/svn/trunk/Image0.jpg[/img]
[img]http://uffefl.googlecode.com/svn/trunk/Image1.jpg[/img]
[img]http://uffefl.googlecode.com/svn/trunk/Image2.jpg[/img]
[img]http://uffefl.googlecode.com/svn/trunk/Image0.jpg[/img]
[img]http://uffefl.googlecode.com/svn/trunk/Image1.jpg[/img]
[img]http://uffefl.googlecode.com/svn/trunk/Image2.jpg[/img]
Quote from Player1 on November 19, 2007, 6:25 pmJaso wrote:[spoiler]even without the turret it's still possible to get into the first energyball-room without a fling: you can stand on the button and jump around the corner[/spoiler]Meh I've tried that several times and gave up on it as impossible. I just tried again and didn't succeed. Some jumping trick I'm unaware of?
Meh I've tried that several times and gave up on it as impossible. I just tried again and didn't succeed. Some jumping trick I'm unaware of?
Quote from Jaso on November 20, 2007, 5:11 amCrooked Paul wrote:(BTW, welcome to the forums, Jaso.)Thanks
Player1 wrote:Meh I've tried that several times and gave up on it as impossible. I just tried again and didn't succeed. Some jumping trick I'm unaware of?Well, I don't know what you're aware of
[spoiler]When standing on the button I start under the higher part of the ceiling, run forward to gain some speed, jump, release forward, start strafing right and turn the mouse to look in the direction I want to go - then I usually fail and try again until it works[/spoiler]
Thanks
Well, I don't know what you're aware of
Quote from BlackSphinx on November 20, 2007, 12:53 pmyoume wrote:Thats not very helpful, for steps and time gold is more steps/longer time than bronzelet me fix that for you:
Medal: bronze - silver - gold
Portals: 40-34-28
Steps: 420 - 310 - 200
Time: 7:45 - 5:30 - 3:15Whooops. Bwahaha!
I guess I was a bit off,
let me fix that for you:
Medal: bronze - silver - gold
Portals: 40-34-28
Steps: 420 - 310 - 200
Time: 7:45 - 5:30 - 3:15
Whooops. Bwahaha!
I guess I was a bit off,
Quote from Shmitz on December 16, 2007, 5:02 amOk, so after far too long of a delay, I'm fixing up the last few things here.
Does anyone have ANY suggestions for changes besides the following list?
- Brightening up the Too Much observation room.
- Smoothing out the [spoiler]BTS tube ride[/spoiler].
- Adjusting the challenge values.
EDIT:
Final version is RELEASED!
Ok, so after far too long of a delay, I'm fixing up the last few things here.
Does anyone have ANY suggestions for changes besides the following list?
- Brightening up the Too Much observation room.
- Smoothing out the .SpoilerSorry, only logged-in users can see spoilers.
- Adjusting the challenge values.
EDIT:
Final version is RELEASED!
Quote from AceTracer on December 25, 2007, 2:25 amIf it takes me 10 minutes to "solve" a puzzle, and then an hour or more to implement that solution, then there's something wrong with the map.
I'm grateful for any new maps I get, but I'm finding many of them don't even have puzzles, they're just "haha! let's see you jump THIS". I'd much rather see maps that rely more on your problem solving skills than how twitchy you are. But then again, to each his own.
If it takes me 10 minutes to "solve" a puzzle, and then an hour or more to implement that solution, then there's something wrong with the map.
I'm grateful for any new maps I get, but I'm finding many of them don't even have puzzles, they're just "haha! let's see you jump THIS". I'd much rather see maps that rely more on your problem solving skills than how twitchy you are. But then again, to each his own.
Quote from AceTracer on December 25, 2007, 3:40 amAlso, this may have been mentioned already and I can understand why this wouldn't be in the map, but it doesn't make sense from a physics standpoint. In "Patterns" I put a portal behind the tube holding the WCC and then angled it so it would get hit by a rocket, with the intention that the glass would break and I could then grab the cube. Again, I can see why that wouldn't be as fun, but if you were to make it so you can't put a portal directly around the tube then it wouldn't be an issue.
Also, this may have been mentioned already and I can understand why this wouldn't be in the map, but it doesn't make sense from a physics standpoint. In "Patterns" I put a portal behind the tube holding the WCC and then angled it so it would get hit by a rocket, with the intention that the glass would break and I could then grab the cube. Again, I can see why that wouldn't be as fun, but if you were to make it so you can't put a portal directly around the tube then it wouldn't be an issue.
Quote from Shmitz on December 25, 2007, 3:51 amAceTracer wrote:If it takes me 10 minutes to "solve" a puzzle, and then an hour or more to implement that solution, then there's something wrong with the map.I'm grateful for any new maps I get, but I'm finding many of them don't even have puzzles, they're just "haha! let's see you jump THIS". I'd much rather see maps that rely more on your problem solving skills than how twitchy you are.
It's a long thread, and potentially contains spoilers, so I don't blame you for not reading through it. I'll quote the most relevant response:
Shmitz wrote:My target audience with this map is not the casual players, but rather the players who want something beyond what the original game has to offer in terms of challenge and difficulty.The original game really only experiments with momentum and portal placement in its jumping puzzles. The first room of my map is intentionally designed to get the player thinking about a critical third component, trajectory, and how coming at the same portal from different angles has different results.
Understanding the physics involved with a jump/fling is a problem solving skill. Sometimes working it out takes more time and effort than with other puzzles. I understand there comes a point where this time and effort exceeds what a person considers fun. If ten minutes to an hour is too much time, then yes, this map is not for you.
I'm grateful for any new maps I get, but I'm finding many of them don't even have puzzles, they're just "haha! let's see you jump THIS". I'd much rather see maps that rely more on your problem solving skills than how twitchy you are.
It's a long thread, and potentially contains spoilers, so I don't blame you for not reading through it. I'll quote the most relevant response:
The original game really only experiments with momentum and portal placement in its jumping puzzles. The first room of my map is intentionally designed to get the player thinking about a critical third component, trajectory, and how coming at the same portal from different angles has different results.
Understanding the physics involved with a jump/fling is a problem solving skill. Sometimes working it out takes more time and effort than with other puzzles. I understand there comes a point where this time and effort exceeds what a person considers fun. If ten minutes to an hour is too much time, then yes, this map is not for you.