[SP] Laser Articulation v1.2
Quote from xdiesp on May 18, 2011, 9:21 amI have no idea how to complete this properly!
So far [spoiler]I jumped and grabbed the cube, destroyed it in the field, got another one.
Funneled to the button on the wall, thrown cube there.
Jumped from stairs to funnel, escaped through door before turrets reacted much.[/spoiler]
I have no idea how to complete this properly!
So far
Quote from Thursaz on May 18, 2011, 9:42 amI believe proper solution is to [spoiler]use the funnel to move the first cube out of its enclosure and into the other enclosure opposite to it. Pick it up and reposition it so that the laser fires at the portalable wall at the end. This deactivates the fizzler. Use the other portal to fire the laser down in front of the turrets, then use the second cube, making sure that cube is facing the turrets. the funnel will bring it along to the laser and burn one turret. Reposition the laser, move to the button to bring that cube back and burn the next turret. Then just solve the puzzle as per normal.[/spoiler]
I believe proper solution is to
Quote from McGinge on May 18, 2011, 9:51 amThursaz wrote:The thing about outrunning turrets is timing. One thing to remember about turrets is this- They take a while to reset. Once they go "Hibernating" or such, they will not shoot again until they have retracted their arms and 'shut down'. So you can see-[spoiler]hCpDiz02zUE
You'll note they said 'target lost'- meaning they started to reset- as I went in.[/spoiler]
Elongating the hall would not fix this, I don't think. I could, for example, [spoiler]take the second cube from the first room, reverse the flow of the funnel, and then use the second box to block bullets as I retreat down the hallway.[/spoiler]
(I do think this is a great map, though, heh- Just in need of refinement!)
Ah, I didn't realise they had that timer, interesting. Thanks for showing it so well, will take a look at that this evening (hopefully they have some parameters about response time).
Elongating the hall would not fix this, I don't think. I could, for example,
(I do think this is a great map, though, heh- Just in need of refinement!)
Ah, I didn't realise they had that timer, interesting. Thanks for showing it so well, will take a look at that this evening (hopefully they have some parameters about response time).
Quote from Ruien on May 18, 2011, 10:54 amThis was a great chamber. I have never realized that a [spoiler]momentary touch from a laser is enough to burn a turret; I always thought you had to hold the beam on them until they exploded.[/spoiler].
That said, I don't see the point of the reverse tractor beam. Here's how I did it:
solution
[spoiler]1.) go into second room and open portal in first room (you can hit it directly from here, even without standing on a box)
2.) place other portal in front of tractor beam, stand on box, jump into beam, and grab box immediately and use it as shield against turrets.
3.) float with both boxes into the laser chamber
4.) spend way too long fiddling with the box to point the laser in the right direction.
5.) use other box as shield and exit through portal the laser is coming through
6.) float box to kill turrents
7.) fly with box to ending[/spoiler]
So, I never used the reverse tractor beam at all.Edit: I just realized that you said you added it as a convenience. Okay, but yeah, it makes the player think they did something wrong.
This was a great chamber. I have never realized that a
That said, I don't see the point of the reverse tractor beam. Here's how I did it:
solution
So, I never used the reverse tractor beam at all.
Edit: I just realized that you said you added it as a convenience. Okay, but yeah, it makes the player think they did something wrong.
Quote from Thursaz on May 18, 2011, 10:58 amHeh, yeah, I noticed it a bit ago and have been using it to get past turrets more easily. xD I forgot to mention, but the intended method is really creative and cool, actually, so if you can prevent other solutions, well- I think this'd be a great map.~
Heh, yeah, I noticed it a bit ago and have been using it to get past turrets more easily. xD I forgot to mention, but the intended method is really creative and cool, actually, so if you can prevent other solutions, well- I think this'd be a great map.~
Quote from McGinge on May 18, 2011, 11:08 amThanks for the feedback Ruien! [spoiler]The point of that laser room was to be changing the laser position from outside where there's the hole in the glass to easily position the cube, and then having redirected the lazer (thus deactivating the fizzler), you'd be able to move freely back into the second room to kill the turrets.The player being able to enter that room is a problem, maybe I can block that off to everything but the cube. There's a problem if you're able to portal freely between the second and first rooms as that eliminates the challenge, how did you manage that?
The redirecting of the tractor beam was an old mechanic left over that I kept in to allow people to easily re-burn the turrets if they miss, but as I mentioned in an earlier post maybe its a confusing additonal puzzle element that's not needed.[/spoiler]
Thanks for the feedback Ruien!
Quote from xdiesp on May 18, 2011, 11:48 amHere's how I broke the puzzle: http://www.mediafire.com/?y336el4jqq666uc
Here's how I broke the puzzle: http://www.mediafire.com/?y336el4jqq666uc
Quote from McGinge on May 18, 2011, 2:03 pmThanks for the demo xdiesp; seems like I really need to fix the turrets not being as lethal as they should be and it'd solve a lot of the problems with the map, something to address this evening.
Thanks for the demo xdiesp; seems like I really need to fix the turrets not being as lethal as they should be and it'd solve a lot of the problems with the map, something to address this evening.
Quote from McGinge on May 18, 2011, 6:03 pmThanks pkScary, good to hear you had fun
any feedback you have would be great.
Updated v1.2 with some fixes to hopefully iron out the alternate routes.
New in v1.2
- Made it so the player can't access the laser area in the first room through the entrance in the top.
- Made the button required to open the last door a regular floor button so the cube requires manual placement.
- Added a fizzler and extended corridor to final door so the turrets are sure to kill the player if he hasn't destroyed them.
- Removed some LoS blockers that stopped the turrets detecting the players earlier.
- Removed the ability to switch directions on the tractor beam as it was confusing to players.
- Made it impossible to jump from the podium into the tractor beam.
Thanks pkScary, good to hear you had fun any feedback you have would be great.
Updated v1.2 with some fixes to hopefully iron out the alternate routes.
New in v1.2
- Made it so the player can't access the laser area in the first room through the entrance in the top.
- Made the button required to open the last door a regular floor button so the cube requires manual placement.
- Added a fizzler and extended corridor to final door so the turrets are sure to kill the player if he hasn't destroyed them.
- Removed some LoS blockers that stopped the turrets detecting the players earlier.
- Removed the ability to switch directions on the tractor beam as it was confusing to players.
- Made it impossible to jump from the podium into the tractor beam.