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[RELEASE] Shmitzchamber

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Crooked Paul wrote:
I guess I was unclear. I'm fine with the lift. Once I'm at the top of it, in the room with the orb launcher, I can't figure out how to get into the upper platform of that room, through the square hole in the nonportalable walls, near the button which lowers the lift.

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But how can I get into the "orb destination" part of the room at the top of the elevator? That's what I can't figure out.

You have to do some really, really whack-ass flinging. Shmitz has a video if you are really, really stuck.

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Crooked Paul wrote:
I guess I was unclear. I'm fine with the lift. Once I'm at the top of it, in the room with the orb launcher, I can't figure out how to get into the upper platform of that room, through the square hole in the nonportalable walls, near the button which lowers the lift.

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But how can I get into the "orb destination" part of the room at the top of the elevator? That's what I can't figure out.

You must put a portal on the wall by the switch, then put a portal on the ground and fling over into the hole. From there you shoot a portal on the wall and drop back down. Then go into the portal on the wall where it hits straight on. Then go to the bottom and put it above the catcher.

Image

Has anyone had issues with the sentry at the top of Trajectory being buggy? Half the time it never shoots at me, or falls over without doing its shooty deactivation. I'm considering removing it.

yes, i had that issue with the sentry at the top once I figured out that flinging puzzle.
It shot me on one occassion so quickly that I fell back in the goo.
on the second occassion I used quick reflexes to shoot a portal beneath it
and it was bouncing around in the air till I shot a portal against a wall for it to
hit the ground. from there the light still pointed out and it stopped shooting.
But it never went through the deactivation portion so I dropped it's ass in the goo.

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Shmitz wrote:
Has anyone had issues with the sentry at the top of Trajectory being buggy? Half the time it never shoots at me, or falls over without doing its shooty deactivation. I'm considering removing it.

Even the first time I played the map, I shot a portal underneath it the instant I flew up there, so it went rolling down the ramp into the water below. I don't think I've ever made it fire a shot.

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there is a way to portal through the glass to avoid the rocket puzzle that should be taken care of, since the tube ride was so fun. if you shoot a portal and shoot another one on top of it, it places it next to the first, and on the other side of the glass.
[img]https://webspace.utexas.edu/mfh236/www/shmitzchamber_01_beta_0_1_20001.jpg[/img]

msleeper wrote:
Even the first time I played the map, I shot a portal underneath it the instant I flew up there, so it went rolling down the ramp into the water below. I don't think I've ever made it fire a shot.

ditto

DiddyKong42 wrote:
You must put a portal on the wall by the switch, then put a portal on the ground and fling over into the hole. From there you shoot a portal on the wall and drop back down. Then go into the portal on the wall where it hits straight on. Then go to the bottom and put it above the catcher.

I don't suppose you could post a screenshot? Where exactly do I put the portals so I can "fling over into the hole"?

Cr00ked.

Wow, finally finished it legitly. Once I understood how the puzzles were
to be solved, I understand the true genius of this map.

I give it a 5/5, trajectory isn't my strong point, but I figured that one out
eventually, the box dropper was killing me b/c it would only open when
I noclipped in there....

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then I realized how to get
it out....

The combine ball puzzle was a toughy, i never would've thought of that
"simple" trick, but then again, trajectory isn't my strong points.
Here's a tip, understanding how portals enter and exit is very important.

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Is that right, or is there another great point here that I'm
missing?

Like in sentry-heavy areas of Portal, for the Sneaky section you don't have to take out every sentry, just enough that you can get through.

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For the rest it's up to player discretion how lucky, or sneaky, they feel. ;)

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