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[SP] Laser Funnel

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A four in one puzzle using discouragement beams and excursion funnels. Please let me know if you find any bugs or unintended solutions.

Updates:
v1.01
- A few details added
- Neatened up the indicator lights in side room 3
- Removed an unintended solution
- The laser in the main room now dose not turn on until needed

v1.02
- Auto-save points added
- A few minor details and textures altered
- Fixed a bug that made it hard to place portals next to emancipation grids (because the model was too close to the portalable surface)
- The laser relays in the main room are now below the floor until needed

v1.03
- Added red glow round laser fields
- Added sound effects for sliding doors/raising platform
- Adjusted fizzler textures

v1.04
- Fixed bug that turned laser glow on when the laser field was off in side room 3

screenshots:
http://dl.dropbox.com/u/30975526/Portal ... 970000.jpg
http://dl.dropbox.com/u/30975526/Portal ... 970001.jpg
http://dl.dropbox.com/u/30975526/Portal ... 970002.jpg

Many thanks to everyone who's given their input so far!

File Name: sp_LaserFunnel_n397_v1.04.zip
File Size: 4.6 MiB
Click here to download [SP] Laser Funnel

It was a very nice map, i saw no bugs whatsoever.
It was one of those maps that makes you feel smart after solving it.

However, nothing is perfect XP
The indicator light things were a bit confusing what what is doing, especially at the last puzzle part.(the one behind the blue-wall-grid-things)
Also, the small little hole at the last puzzle is way too hard to see.

But otherwise perfect!

Don't you think it's a little anticlimactic to release the winning entry so early?

I can't seem to play this map. The map name doesn't register when I type it into the console. I've played a dozen or so custom maps and haven't had this problem before.

Kibate wrote:
The indicator light things were a bit confusing what what is doing, especially at the last puzzle part.(the one behind the blue-wall-grid-things)
Also, the small little hole at the last puzzle is way too hard to see.

But otherwise perfect!

Thanks for the input. I'm glad you liked it =D. I'll see what I can do to make it less confusing and make that hole easier to spot.

novalord2 wrote:
I can't seem to play this map. The map name doesn't register when I type it into the console. I've played a dozen or so custom maps and haven't had this problem before.

That's odd. All I can think to suggest is double check that you copied the right file into your map folder.

Imagine a giant safe like in a bank vault, and you'll get the idea of this map. Daunting at first look, on the contrary the difficulty flow is kept much under control and never reaches unholy levels. Tecnique obviously impeccable.

The only confusion might derive from the chaotic signs about which button does what, that could use some visual simplification. What was scary for me, were the 9 laser bells at the very start: but those are pratically an afterthought, mere cube plates could replace them. As to say: the gameplay isn't boring at all, but bells and signs might suggest bad omens.

the hills are alive... with the sound of music

This map has WAY too much going on visually. There are so many puzzle elements visible at any one time that it's unclear which are relevant at any given moment. I didn't like that getting started on area 1 required

Spoiler
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- I thought I would be able to complete the area marked "1" that was separated from the main room without using something all the way across the main room.

If you could somehow organize this so that you aren't assaulted with every single piece of the room as soon as you walk in, I think it would help a lot. The puzzles aren't bad, but the confusion from having half of what's on-screen be unrelated to your current task caused a bit of frustration for me. I'm not totally sure how you'd do that, but if it could be done it would definitely work to the map's advantage.

There is no "N" in "Turret."

I'm still in the process of completing this level, but so far the puzzles have been wonderful. I just wanted to bring a possible unintended solution to your attention:

http://img844.imageshack.us/img844/2728 ... v10001.jpg
http://img90.imageshack.us/img90/9157/l ... v10002.jpg

I found that, in the 2nd room, the funnel can be rendered useless by simply placing a laser cube as close to the laser emitter as possible and aiming it at the farthest left shootable wall, as seen in the image. Anything you can do to fix that?

Oh, thanks for finding that! I'll try find a way to fix it.

Edit: That white panel in the main room is purely decorative so I guess I'll just remove it. Thanks again! Let me know if you find anything else.

Fantastic map, definitely had me stumped for a long time, several times.

Couple of comments below (spoilers)

Spoiler
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