[SP] Compact Compression
Quote from pfalstad on August 12, 2011, 11:04 pmGreat map, lots of clever ideas, thanks! Glad I peeked at the spoilers first to tell me to [spoiler]"look up"[/spoiler]. [spoiler]Crushing the ball[/spoiler] took many tries but I had fun.
I just watched the previous poster's video, and it seems I missed out on some of the fun. [spoiler]Instead of flinging myself up, I was able to catch just a few pixels of one of the white walls at the top and just portal up.[/spoiler]
Great map, lots of clever ideas, thanks! Glad I peeked at the spoilers first to tell me to
I just watched the previous poster's video, and it seems I missed out on some of the fun.
Quote from Szieve on August 13, 2011, 7:27 amNice map. A bit of a challenge getting [spoiler]the ball in the crusher.. the portal has to be pretty much in the center to get it.[/spoiler] After solving, I looked at the posted video.. Simply didn't occur to me to [spoiler]stack the cubes, so I balanced one on top of one of the beacon/receptors[/spoiler]
Nice map. A bit of a challenge getting
Quote from OnePortalizedGal on August 13, 2011, 8:25 amI liked the map - it was fine - had a unique style - The crusher puzzle could have been a little harder - but all-in-all - great work!
I liked the map - it was fine - had a unique style - The crusher puzzle could have been a little harder - but all-in-all - great work!
Quote from club on August 13, 2011, 11:49 amI dont get what the point of the light bridged path the faith plate was. And it seemed the player was supposed to do multiple upward flings to climb to the upper part of the chamber, however you can see a little bit of portalable surface up there to just skip all that.
Why does the first cube slide around as if its orange-gelled?
I dont get what the point of the light bridged path the faith plate was. And it seemed the player was supposed to do multiple upward flings to climb to the upper part of the chamber, however you can see a little bit of portalable surface up there to just skip all that.
Why does the first cube slide around as if its orange-gelled?
Quote from MutatedTurret on August 13, 2011, 1:01 pmUpdate posted, fixes most of aforementioned issues.
gurcrist wrote:I had problems with my save. [spoiler]I managed to raise one of the crushers enabling me to enter the space under it. When I tried to move the portal, the crusher came down and killed me AND created a save point.. I went into an endless crusher death[/spoiler]I am not sure how this is possible unfortunately, the only auto save in this room at the entrance.
I'm also not sure why the fist cube behaves as if covered in orange gel, it could be a glitch with being suspended in midair.
Btw for anyone interested:
[spoiler]During testing I found that it is possible to get the sphere in the clamp to behave strangely as well. If you clamp it and keep the funnel on the ball for a while, then remove it and release the button, the ball should catapult out at a high velocity. More strange bugs with source again I suppose, but it could be used for some kind of catapult puzzle?[/spoiler]
Update posted, fixes most of aforementioned issues.
I am not sure how this is possible unfortunately, the only auto save in this room at the entrance.
I'm also not sure why the fist cube behaves as if covered in orange gel, it could be a glitch with being suspended in midair.
Btw for anyone interested:
Quote from josepezdj on August 13, 2011, 1:25 pmGood map. Very creative [spoiler]your custom crushers for the cube and the sphere. Also the puzzle with the crushers and deactivation by the pair of lasers[/spoiler]
As many said, in the beginning it's difficult until you [spoiler]luckily find the portalable bit of surface up there, man! Even though I'm with you (it's obvious that you have to look UP to find something because there's nothing else once you get the cube)... but you could signalize a bit more things like that in the map... there's a lack of signals in the whole map[/spoiler].
Anyway, the map is very creative and puzzles are good.
Thanks for mapping
Good map. Very creative
As many said, in the beginning it's difficult until you
Anyway, the map is very creative and puzzles are good.
Thanks for mapping
Quote from Marise on August 13, 2011, 7:17 pmNice map. I solved the last puzzle by [spoiler]setting one cube on top of one of the laser relays.[/spoiler] Not sure if that was intended
Nice map. I solved the last puzzle by
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from xdiesp on August 15, 2011, 12:20 pmLenghty map in Clean, distinctively immediate and fresh thanks to a couple inventions - the frequently lamented sniping doesn't bog it down that much. Might even be avoided if you turn the trapped cube sideways. Graphically, I can only praise the variety of the wall patterns: pity they couldn't stand out due to the general brightness, especially the crushers area. Much better than your previous!
You might want to check these glitches. Product's fine as it is, but you may want to add: 1) clearer indications of where the exit is in the first chamber; 2) portal placers at the 6 lasers thing; 3) check the wall textures in the crushers room; 4) there's an invisible fizzler for portals only at the cubeplates, seemed like a leftover; possibly a couple turrets to spice it up.
Lenghty map in Clean, distinctively immediate and fresh thanks to a couple inventions - the frequently lamented sniping doesn't bog it down that much. Might even be avoided if you turn the trapped cube sideways. Graphically, I can only praise the variety of the wall patterns: pity they couldn't stand out due to the general brightness, especially the crushers area. Much better than your previous!
You might want to check these glitches. Product's fine as it is, but you may want to add: 1) clearer indications of where the exit is in the first chamber; 2) portal placers at the 6 lasers thing; 3) check the wall textures in the crushers room; 4) there's an invisible fizzler for portals only at the cubeplates, seemed like a leftover; possibly a couple turrets to spice it up.
Quote from MutatedTurret on August 15, 2011, 1:53 pmAh, one of those is the dreadful vertex textures...I must have missed this one while hunting all the ones I had inadvertently placed.
Any tips on the lighting? I tried to modify Valve'z 128 panel to use a 250 bright light, which is closer to the low light settings of others, but it's still too bright?
Where any areas better in lighting than others?I've considered placing helps for the 6 lasers, but wouldn't they end up interfering with each other and etc? Where is this invisible fizzler? The only thing I put near the cubeplates was a set of invisible barriers to prevent player from going to the base of the shaft, which would be a pointless place to go anyway.
Ah, one of those is the dreadful vertex textures...I must have missed this one while hunting all the ones I had inadvertently placed.
Any tips on the lighting? I tried to modify Valve'z 128 panel to use a 250 bright light, which is closer to the low light settings of others, but it's still too bright?
Where any areas better in lighting than others?
I've considered placing helps for the 6 lasers, but wouldn't they end up interfering with each other and etc? Where is this invisible fizzler? The only thing I put near the cubeplates was a set of invisible barriers to prevent player from going to the base of the shaft, which would be a pointless place to go anyway.
Quote from xdiesp on August 15, 2011, 6:59 pmThat invisible fizzler is above, at the place with the 2 cubeplates: you funnel yourself up there, get a real fizzler upfront and an entry passage to the left. There's the invisible fizzler which eats portals.
I saw it too bright and washed out but I'm not sure it's actually the lightning impacting that. Let's say the final effect is best at the first room, worst at the crushers. You really did a good job with the different tiles and it would be a pity not to show it: give a look at a map with high contrast looks, see if you like the style: [sp] YinYang_theLAGmaster
That invisible fizzler is above, at the place with the 2 cubeplates: you funnel yourself up there, get a real fizzler upfront and an entry passage to the left. There's the invisible fizzler which eats portals.
I saw it too bright and washed out but I'm not sure it's actually the lightning impacting that. Let's say the final effect is best at the first room, worst at the crushers. You really did a good job with the different tiles and it would be a pity not to show it: give a look at a map with high contrast looks, see if you like the style: [sp] YinYang_theLAGmaster