[SP] 1971
Quote from TheTane on January 4, 2012, 9:19 pmThis was a fantastic map. Compared to the people on this site, I'm a novice but I'm good when it comes to the maps in the game. It was challenging enough that I had to think about stuff, and easy enough that I could actually solve it (I pretty much am terrible at solving the majority of custom maps). Lots of creative problem solving, and overall great look. Great map. 5/5
This was a fantastic map. Compared to the people on this site, I'm a novice but I'm good when it comes to the maps in the game. It was challenging enough that I had to think about stuff, and easy enough that I could actually solve it (I pretty much am terrible at solving the majority of custom maps). Lots of creative problem solving, and overall great look. Great map. 5/5
Quote from The_Rabbit42 on January 4, 2012, 11:52 pmKennKong wrote:One word: flingtastic! As an overall theme, you almost succeeded in making it look like a broken test chamber that you had to find an unintended way to the exit. The contrived setup for the final giant fling kind of spoiled that, but I'll take any excuse for a giant fling that I can get. I also appreciate that you used the blue gel judiciously; I hate Captain Kangaroo maneuvers, and there was none of that here. 4/5 from me.Glad you liked it! I'm curious what made the end feel contrived for you. Having to hit the button before you could use the final fling?
TheTane wrote:This was a fantastic map. Compared to the people on this site, I'm a novice but I'm good when it comes to the maps in the game. It was challenging enough that I had to think about stuff, and easy enough that I could actually solve it (I pretty much am terrible at solving the majority of custom maps). Lots of creative problem solving, and overall great look. Great map. 5/5Glad you enjoyed it!
Glad you liked it! I'm curious what made the end feel contrived for you. Having to hit the button before you could use the final fling?
Glad you enjoyed it!
Quote from BlumCoLe on January 6, 2012, 7:02 pm...a new day, an new idea, a new speedrun record!
17 seconds!!!
...a new day, an new idea, a new speedrun record!
17 seconds!!!
Quote from The_Rabbit42 on January 7, 2012, 2:17 amBlumCoLe wrote:...a new day, an new idea, a new speedrun record!Wow, that is absolutely hilarious. As much as I love the genius of that solution, I should probably prevent against it. Really well done, though!
Wow, that is absolutely hilarious. As much as I love the genius of that solution, I should probably prevent against it. Really well done, though!
Quote from John11 on January 7, 2012, 7:01 pmBlumCoLe wrote:...a new day, an new idea, a new speedrun record!17 seconds!!!
Nice route!
I decided to give you a little friendly competition:
I-u07ujk2q0
17 seconds!!!
Nice route!
I decided to give you a little friendly competition:
I-u07ujk2q0
Quote from BlumCoLe on January 8, 2012, 6:12 amJohn11 wrote:Nice route!thx ...I knew it wasn't perfect!
John11 wrote:I decided to give you a little friendly competition:John11 wrote:ownd! ^^
Nice perfection and perfect aiming...
thx ...I knew it wasn't perfect!
ownd! ^^
Nice perfection and perfect aiming...
Quote from The_Rabbit42 on January 19, 2012, 2:27 am1971 has been updated!
I've fixed problems and exploits that people have found while adding a little more detail to some areas. Most importantly, I've redesigned the second half of the chamber to more clearly indicate the intended goals, draw attention to important elements, and guide the intended solution. I've also added a hidden Easter egg.
Changelog:
Fixed gel dispensing for improved paint coverage
Fixed first area floor to prevent painting to bounce immediately to the exit
Fixed stuttering lights to only turn on after landing on first catwalk
Fixed walkway shaking when merely stepping onto it
Fixed falling panels crushing players to death
Fixed water-level panel having trouble receiving portals
Fixed numerous texture issues
Modified the final area to better convey intended mechanic
Modified final switch placement to clearly show the result
Added 'observation room' redesign to elevated room above first area
Added barriers to prevent players from entering/exiting observation room without portals
Added barriers final area to prevent unintended bouncing up to raised platform
Added simple puzzle in last area to teach existence of water-level portal platform
Added Easter egg!As always, let me know if you encounter any problems.
1971 has been updated!
I've fixed problems and exploits that people have found while adding a little more detail to some areas. Most importantly, I've redesigned the second half of the chamber to more clearly indicate the intended goals, draw attention to important elements, and guide the intended solution. I've also added a hidden Easter egg.
Changelog:
Fixed gel dispensing for improved paint coverage
Fixed first area floor to prevent painting to bounce immediately to the exit
Fixed stuttering lights to only turn on after landing on first catwalk
Fixed walkway shaking when merely stepping onto it
Fixed falling panels crushing players to death
Fixed water-level panel having trouble receiving portals
Fixed numerous texture issues
Modified the final area to better convey intended mechanic
Modified final switch placement to clearly show the result
Added 'observation room' redesign to elevated room above first area
Added barriers to prevent players from entering/exiting observation room without portals
Added barriers final area to prevent unintended bouncing up to raised platform
Added simple puzzle in last area to teach existence of water-level portal platform
Added Easter egg!
As always, let me know if you encounter any problems.
Quote from Knatte_Anka on January 20, 2012, 4:33 pmThe_Rabbit42 wrote:1971 has been updated!I've fixed problems and exploits that people have found while adding a little more detail to some areas. Most importantly, I've redesigned the second half of the chamber to more clearly indicate the intended goals, draw attention to important elements, and guide the intended solution. I've also added a hidden Easter egg.
Changelog:
Fixed gel dispensing for improved paint coverage
Fixed first area floor to prevent painting to bounce immediately to the exit
Fixed stuttering lights to only turn on after landing on first catwalk
Fixed walkway shaking when merely stepping onto it
Fixed falling panels crushing players to death
Fixed water-level panel having trouble receiving portals
Fixed numerous texture issues
Modified the final area to better convey intended mechanic
Modified final switch placement to clearly show the result
Added 'observation room' redesign to elevated room above first area
Added barriers to prevent players from entering/exiting observation room without portals
Added barriers final area to prevent unintended bouncing up to raised platform
Added simple puzzle in last area to teach existence of water-level portal platform
Added Easter egg!As always, let me know if you encounter any problems.
if you did not place a portal in the way down then hitting button you cant escape because the water kills you then you go past portal
I've fixed problems and exploits that people have found while adding a little more detail to some areas. Most importantly, I've redesigned the second half of the chamber to more clearly indicate the intended goals, draw attention to important elements, and guide the intended solution. I've also added a hidden Easter egg.
Changelog:
Fixed gel dispensing for improved paint coverage
Fixed first area floor to prevent painting to bounce immediately to the exit
Fixed stuttering lights to only turn on after landing on first catwalk
Fixed walkway shaking when merely stepping onto it
Fixed falling panels crushing players to death
Fixed water-level panel having trouble receiving portals
Fixed numerous texture issues
Modified the final area to better convey intended mechanic
Modified final switch placement to clearly show the result
Added 'observation room' redesign to elevated room above first area
Added barriers to prevent players from entering/exiting observation room without portals
Added barriers final area to prevent unintended bouncing up to raised platform
Added simple puzzle in last area to teach existence of water-level portal platform
Added Easter egg!
As always, let me know if you encounter any problems.
if you did not place a portal in the way down then hitting button you cant escape because the water kills you then you go past portal
Quote from Knatte_Anka on January 20, 2012, 4:36 pmKnatte_Anka wrote:The_Rabbit42 wrote:1971 has been updated!I've fixed problems and exploits that people have found while adding a little more detail to some areas. Most importantly, I've redesigned the second half of the chamber to more clearly indicate the intended goals, draw attention to important elements, and guide the intended solution. I've also added a hidden Easter egg.
Changelog:
Fixed gel dispensing for improved paint coverage
Fixed first area floor to prevent painting to bounce immediately to the exit
Fixed stuttering lights to only turn on after landing on first catwalk
Fixed walkway shaking when merely stepping onto it
Fixed falling panels crushing players to death
Fixed water-level panel having trouble receiving portals
Fixed numerous texture issues
Modified the final area to better convey intended mechanic
Modified final switch placement to clearly show the result
Added 'observation room' redesign to elevated room above first area
Added barriers to prevent players from entering/exiting observation room without portals
Added barriers final area to prevent unintended bouncing up to raised platform
Added simple puzzle in last area to teach existence of water-level portal platform
Added Easter egg!As always, let me know if you encounter any problems.
if you did not place a portal in the way down then hitting button you cant escape because the water kills you then you go past portal
also thing the info_placement helper for the first run way is to high some times i get stuck in the portal and fall straight down.
I've fixed problems and exploits that people have found while adding a little more detail to some areas. Most importantly, I've redesigned the second half of the chamber to more clearly indicate the intended goals, draw attention to important elements, and guide the intended solution. I've also added a hidden Easter egg.
Changelog:
Fixed gel dispensing for improved paint coverage
Fixed first area floor to prevent painting to bounce immediately to the exit
Fixed stuttering lights to only turn on after landing on first catwalk
Fixed walkway shaking when merely stepping onto it
Fixed falling panels crushing players to death
Fixed water-level panel having trouble receiving portals
Fixed numerous texture issues
Modified the final area to better convey intended mechanic
Modified final switch placement to clearly show the result
Added 'observation room' redesign to elevated room above first area
Added barriers to prevent players from entering/exiting observation room without portals
Added barriers final area to prevent unintended bouncing up to raised platform
Added simple puzzle in last area to teach existence of water-level portal platform
Added Easter egg!
As always, let me know if you encounter any problems.
if you did not place a portal in the way down then hitting button you cant escape because the water kills you then you go past portal
also thing the info_placement helper for the first run way is to high some times i get stuck in the portal and fall straight down.
Quote from The_Rabbit42 on January 20, 2012, 4:56 pmKnatte_Anka wrote:if you did not place a portal in the way down then hitting button you cant escape because the water kills you then you go past portalI'm not sure what you mean by "then you go past portal." Even if you fall down onto the water-level panel without having placed a portal there, you can still escape. There's another portal-able panel visible from down there.
Knatte_Anka wrote:also thing the info_placement helper for the first run way is to high some times i get stuck in the portal and fall straight down.That's very strange. I'll have to look into that. I know that placement helper isn't higher than normal. Does this happen regardless where you exit? Or is it on the first exit from the tall, down-facing tower?
I'm not sure what you mean by "then you go past portal." Even if you fall down onto the water-level panel without having placed a portal there, you can still escape. There's another portal-able panel visible from down there.
That's very strange. I'll have to look into that. I know that placement helper isn't higher than normal. Does this happen regardless where you exit? Or is it on the first exit from the tall, down-facing tower?