[WIP] BoxyTrixy
Quote from Glovis on March 17, 2008, 11:40 amBoxyTrixy! *work in progress
DOWNLOAD:http://www.sahv.com/prtl/BoxyTrixyBeta2.bmz
If you download this, you are morally obligated to leave feedback here.
If you don't want to leave feedback here, then just wait for the finished version! ThanksUPDATED: The cube funnel doesn't get jammed anymore. And even if it does, the jammed cube will disappear and the next cube will drop.
Extract 3 tricky boxes to escape.
Average completion time: 7min (once you've figured it all out)There aren't any new devices, but it is full of puzzles that challenge you to use familiar items in new ways. This is not a reflex-twitch map. There are no double flings. This chamber is for those who like to solve puzzles. I'm making it because--let's face it--Portal is too short. So I hope that when this level is finished, it can satisfy you with more good ol' Portal fun.
Screenshots:
http://www.sahv.com/prtl/boxytrixybeta1.jpg
http://www.sahv.com/prtl/boxytrixybeta2.jpg
http://www.sahv.com/prtl/boxytrixybeta3.jpgThis is NOT finished, so I'd appreciate your feedback!
Tell me if you find a ninja solution, etc...
I would especially like to see your first-runs and solutions posted on YouTube.I still have to:
1) Add auto-saves, music, and metal boxes sticking out from the metal walls.
2) Find the right sound file for the pneumatic lift.
3) Make the moving platforms look more like the originals.HOW TO INSTALL
1) Download from the link above
2) In Portal, choose "Bonus Maps"
3) Click "Import Bonus Maps..."
4) Navigate to wherever you saved "BoxyTrixyBeta.bmz", and open it.How to uninstall:
1) Go to "C:Program FilesSteamsteamapps<your-account-name>portalportalmaps"
2) Erase the "BoxyTrixyBeta" folder
BoxyTrixy! *work in progress
DOWNLOAD:http://www.sahv.com/prtl/BoxyTrixyBeta2.bmz
If you download this, you are morally obligated to leave feedback here.
If you don't want to leave feedback here, then just wait for the finished version! Thanks
UPDATED: The cube funnel doesn't get jammed anymore. And even if it does, the jammed cube will disappear and the next cube will drop.
Extract 3 tricky boxes to escape.
Average completion time: 7min (once you've figured it all out)
There aren't any new devices, but it is full of puzzles that challenge you to use familiar items in new ways. This is not a reflex-twitch map. There are no double flings. This chamber is for those who like to solve puzzles. I'm making it because--let's face it--Portal is too short. So I hope that when this level is finished, it can satisfy you with more good ol' Portal fun.
Screenshots:
http://www.sahv.com/prtl/boxytrixybeta1.jpg
http://www.sahv.com/prtl/boxytrixybeta2.jpg
http://www.sahv.com/prtl/boxytrixybeta3.jpg
This is NOT finished, so I'd appreciate your feedback!
Tell me if you find a ninja solution, etc...
I would especially like to see your first-runs and solutions posted on YouTube.
I still have to:
1) Add auto-saves, music, and metal boxes sticking out from the metal walls.
2) Find the right sound file for the pneumatic lift.
3) Make the moving platforms look more like the originals.
HOW TO INSTALL
1) Download from the link above
2) In Portal, choose "Bonus Maps"
3) Click "Import Bonus Maps..."
4) Navigate to wherever you saved "BoxyTrixyBeta.bmz", and open it.
How to uninstall:
1) Go to "C:Program FilesSteamsteamapps<your-account-name>portalportalmaps"
2) Erase the "BoxyTrixyBeta" folder
Quote from Kiavik on March 17, 2008, 6:03 pmOk, first let me say this map was very, very good. However, it contains one major flaw you need to fix ASAP.
THIS:
[img]http://img87.imageshack.us/img87/2695/boxytrixybeta0000ww9.th.jpg[/img]
The cubes get stuck in the funnel about 70% of the time, and since you cant do anything else but load an old save after that, it is very annoying. This should be your first priority when you'll start fixing the map. Also, in the very same room, if you get on the pillars slightly above the goo, you're stuck there forever. Make a little portable section on the upside part to fix this.
And thats all for now... cant think of anything else wrong atm.
Ah, let me add that the last puzzle was really clever-I've been scratching my head for about 3 minutes before I figured that out, and believe me, that's a lot of time. Props to you!!
Ok, first let me say this map was very, very good. However, it contains one major flaw you need to fix ASAP.
THIS:
[img]http://img87.imageshack.us/img87/2695/boxytrixybeta0000ww9.th.jpg[/img]
The cubes get stuck in the funnel about 70% of the time, and since you cant do anything else but load an old save after that, it is very annoying. This should be your first priority when you'll start fixing the map. Also, in the very same room, if you get on the pillars slightly above the goo, you're stuck there forever. Make a little portable section on the upside part to fix this.
And thats all for now... cant think of anything else wrong atm.
Ah, let me add that the last puzzle was really clever-I've been scratching my head for about 3 minutes before I figured that out, and believe me, that's a lot of time. Props to you!!
Quote from Glovis on March 17, 2008, 6:22 pmThanks for the good info!
I have to say I'm disappointed that the box is getting stuck in there for you. It used to get stuck for me too until I tweaked it. Now it never gets stuck for me. That's odd.
I'll make an update where the box gets fizzled if it is still in the funnel 2 seconds after falling from the dispenser. That should clear it up. I'll post that revision tomorrow.
Thanks for the good info!
I have to say I'm disappointed that the box is getting stuck in there for you. It used to get stuck for me too until I tweaked it. Now it never gets stuck for me. That's odd.
I'll make an update where the box gets fizzled if it is still in the funnel 2 seconds after falling from the dispenser. That should clear it up. I'll post that revision tomorrow.
Quote from rellikpd on March 17, 2008, 9:08 pmKiavik wrote:Ok, first let me say this map was very, very good. However, it contains one major flaw you need to fix ASAP.THIS:
[img]http://img87.imageshack.us/img87/2695/boxytrixybeta0000ww9.th.jpg[/img]
The cubes get stuck in the funnel about 70% of the time, and since you cant do anything else but load an old save after that, it is very annoying. This should be your first priority when you'll start fixing the map. Also, in the very same room, if you get on the pillars slightly above the goo, you're stuck there forever. Make a little portable section on the upside part to fix this.
And thats all for now... cant think of anything else wrong atm.
Ah, let me add that the last puzzle was really clever-I've been scratching my head for about 3 minutes before I figured that out, and believe me, that's a lot of time. Props to you!!i would firstly like to say. yeah the box got stuck for me. ALOT. to much.
but onto the rest. in test #1: [spoiler]i bounced the cube off of the top of the piller using an energy ball.. is that the proposed solution?[/spoiler]
and i REALLY LOVED test #2, it was really easy, and understood instantly the best way to solve it. however. i still found it really fun, and inventive. never seen anything ~exactly~ like this before. so props.
and test #3 funny thing about that is the ball catcher i knew exactly what needed to be done before i even [spoiler]had a cube[/spoiler] but i wasn't sure how to get the energy ball in position until i remembered [spoiler]that damn x on the opposing wall. lol i was trying alot of different ways before i accidently set a portal i was using to get the energy ball into that room. and had to back and reset it. then saw the X and was like ~damn it~ lol[/spoiler] so very nice. and the end of test #3 i really liked the idea of [spoiler]flying the cube. and quickly having to run through and grab it. very cool, i have a similiar idea for a puzzle element in on of the maps i was ~working~ on. but different enough i suppose that if i ever do release something. it won't feel "ripped off"[/spoiler]
and the "last" true puzzle was very cool [spoiler]having to break the glass in the VERY FIRST tunnel you use. way to bring the map ~full circle~ forcing the player to backtrack to the beginning to see the solution, of coarse once you know thats the solution you don't have to do that. but by then who cares. you DO have to the first time very nice[/spoiler]
THIS:
[img]http://img87.imageshack.us/img87/2695/boxytrixybeta0000ww9.th.jpg[/img]
The cubes get stuck in the funnel about 70% of the time, and since you cant do anything else but load an old save after that, it is very annoying. This should be your first priority when you'll start fixing the map. Also, in the very same room, if you get on the pillars slightly above the goo, you're stuck there forever. Make a little portable section on the upside part to fix this.
And thats all for now... cant think of anything else wrong atm.
Ah, let me add that the last puzzle was really clever-I've been scratching my head for about 3 minutes before I figured that out, and believe me, that's a lot of time. Props to you!!
i would firstly like to say. yeah the box got stuck for me. ALOT. to much.
but onto the rest. in test #1:
and i REALLY LOVED test #2, it was really easy, and understood instantly the best way to solve it. however. i still found it really fun, and inventive. never seen anything ~exactly~ like this before. so props.
and test #3 funny thing about that is the ball catcher i knew exactly what needed to be done before i even
and the "last" true puzzle was very cool
Quote from Ralen on March 18, 2008, 12:08 amI'm writing this as I'm playing, and I must say that so far this map has been very well constructed and challenging. At first I thought it may have had some design flaws, but then I realized I was just doing it wrong.
One minor complaint about the second room is that [spoiler]players typically hate having to fling while holding a cube. You might want to change it so that the player doesn't have to fling while holding the cube to get it to the middle button.[/spoiler]
One thing I liked about the second room is how you have the box dropper right next to the first floor button, so that the player is able to see what the buttons do right away, and get a sense of how to retrieve that room's cube.One thing that I discovered, and I don't imagine any rational player doing this, but in the third room after you activate the mobile platform, [spoiler]you can lose one of your cubes forever by carrying it on the platform through the fizzler into the next room with you[/spoiler].
As was mentioned in previous posts, often cubes would get stuck in the funnel in the third room for me. It didn't happen every time though, and sometimes several would go through in a row with no problems, but it did happen often enough to become irritating.
Unfortunately I didn't realize how I was supposed to get the cube until I read rellkipd's post. I was worried about it getting stuck, so I managed to stop it on the second pillar in the goo pit and then spent forever trying to figure out how to get it up to my level.Also, now that I have all three cubes, I'm totally stumped as to how to get through the final door. I can see [spoiler]the rocket turret's laser, and I tried getting it to shoot me through the glass floor above the door, but the angle is such that I can never position myself so that it can see me. I really have no clue what to do.[/spoiler].
I'm writing this as I'm playing, and I must say that so far this map has been very well constructed and challenging. At first I thought it may have had some design flaws, but then I realized I was just doing it wrong.
One minor complaint about the second room is that
One thing I liked about the second room is how you have the box dropper right next to the first floor button, so that the player is able to see what the buttons do right away, and get a sense of how to retrieve that room's cube.
One thing that I discovered, and I don't imagine any rational player doing this, but in the third room after you activate the mobile platform,
As was mentioned in previous posts, often cubes would get stuck in the funnel in the third room for me. It didn't happen every time though, and sometimes several would go through in a row with no problems, but it did happen often enough to become irritating.
Unfortunately I didn't realize how I was supposed to get the cube until I read rellkipd's post. I was worried about it getting stuck, so I managed to stop it on the second pillar in the goo pit and then spent forever trying to figure out how to get it up to my level.
Also, now that I have all three cubes, I'm totally stumped as to how to get through the final door. I can see
Quote from Glovis on March 18, 2008, 5:15 amUPDATED
Thanks for the feedback. The jamming cube funnel doesn't jam anymore, and I've made it so the cube fizzles away if it does jam.You can download the new version at the top of this thread.
I realized that it was jamming only after loading a saved game. So if you started the level fresh and went through it without loading a quick save (which is what I was doing), there would be no jamming problem. Once you do a quick load, the jamming problem started. I wonder why that would happen.
Anyway, I think that's fixed now.[/b]
UPDATED
Thanks for the feedback. The jamming cube funnel doesn't jam anymore, and I've made it so the cube fizzles away if it does jam.
You can download the new version at the top of this thread.
I realized that it was jamming only after loading a saved game. So if you started the level fresh and went through it without loading a quick save (which is what I was doing), there would be no jamming problem. Once you do a quick load, the jamming problem started. I wonder why that would happen.
Anyway, I think that's fixed now.[/b]
Quote from rellikpd on March 18, 2008, 5:16 amRalen wrote:I'm writing this as I'm playing, and I must say that so far this map has been very well constructed and challenging. At first I thought it may have had some design flaws, but then I realized I was just doing it wrong.One minor complaint about the second room is that
~(1)[spoiler]players typically hate having to fling while holding a cube. You might want to change it so that the player doesn't have to fling while holding the cube to get it to the middle button.[/spoiler]
One thing I liked about the second room is how you have the box dropper right next to the first floor button, so that the player is able to see what the buttons do right away, and get a sense of how to retrieve that room's cube.~(2)One thing that I discovered, and I don't imagine any rational player doing this, but in the third room after you activate the mobile platform, [spoiler]you can lose one of your cubes forever by carrying it on the platform through the fizzler into the next room with you[/spoiler].
As was mentioned in previous posts, often cubes would get stuck in the funnel in the third room for me. It didn't happen every time though, and sometimes several would go through in a row with no problems, but it did happen often enough to become irritating.
Unfortunately I didn't realize how I was supposed to get the cube until I read rellkipd's post. I was worried about it getting stuck, so I managed to stop it on the second pillar in the goo pit and then spent forever trying to figure out how to get it up to my level.~(3)Also, now that I have all three cubes, I'm totally stumped as to how to get through the final door. I can see [spoiler]the rocket turret's laser, and I tried getting it to shoot me through the glass floor above the door, but the angle is such that I can never position myself so that it can see me. I really have no clue what to do.[/spoiler].
1) You don't have to [spoiler]fling while holding the cube, you can just put one portal on the angled floor, another on the floor at the bottom of the pit, and just drop your cube, it should land right on the button, and if it doesn't land perfectly (like mine did) you can then just jump through said portal and fix it, cuz i too hate flinging while holding a cube[/spoiler]
2)i almost did this too. cuz i typically try to keep atleast 1 cube with me at all times (in most custom maps, incase said mapper will require it) i've seen MANY maps that require a cube WAY later in the map. but with no indication of needing it, i had said cube on the platform with me, but once i saw the [spoiler]fizzler[/spoiler] i went ahead and left it on the platform
3) think with portals.
One minor complaint about the second room is that
~(1)
One thing I liked about the second room is how you have the box dropper right next to the first floor button, so that the player is able to see what the buttons do right away, and get a sense of how to retrieve that room's cube.
~(2)One thing that I discovered, and I don't imagine any rational player doing this, but in the third room after you activate the mobile platform,
As was mentioned in previous posts, often cubes would get stuck in the funnel in the third room for me. It didn't happen every time though, and sometimes several would go through in a row with no problems, but it did happen often enough to become irritating.
Unfortunately I didn't realize how I was supposed to get the cube until I read rellkipd's post. I was worried about it getting stuck, so I managed to stop it on the second pillar in the goo pit and then spent forever trying to figure out how to get it up to my level.
~(3)Also, now that I have all three cubes, I'm totally stumped as to how to get through the final door. I can see
1) You don't have to
2)i almost did this too. cuz i typically try to keep atleast 1 cube with me at all times (in most custom maps, incase said mapper will require it) i've seen MANY maps that require a cube WAY later in the map. but with no indication of needing it, i had said cube on the platform with me, but once i saw the
3) think with portals.
Quote from Glovis on March 18, 2008, 5:30 amrellikpd, ditto 1), 2), and 3).
Ralen wrote:At first I thought it may have had some design flaws, but then I realized I was just doing it wrong.One minor complaint about the second room is that [spoiler]players typically hate having to fling while holding a cube. You might want to change it so that the player doesn't have to fling while holding the cube to get it to the middle button.[/spoiler]
Ralen, thanks for your input. Funny that your minor complaint came right after you said "then I realized I was just doing it wrong"
Kiavik wrote:Also, in the very same room, if you get on the pillars slightly above the goo, you're stuck there forever. Make a little portable section on the upside part to fix this.Thanks for the input! Making a little portable section at the top would take the challenge out of this puzzle. I don't want the player falling down there at all. So I've moved the other platform out of reach, thanks to your input.
rellikpd, ditto 1), 2), and 3).
One minor complaint about the second room is that
Ralen, thanks for your input. Funny that your minor complaint came right after you said "then I realized I was just doing it wrong"
Thanks for the input! Making a little portable section at the top would take the challenge out of this puzzle. I don't want the player falling down there at all. So I've moved the other platform out of reach, thanks to your input.
Quote from Ralen on March 18, 2008, 8:27 pmOkay, I figured out the final puzzle, but only because [spoiler]the rocket turret just randomly happened to shine its laser through the door while the door was open. Up until that point I had caught glimpses of it shining across the inside of the locked room while I had the door open, but in all that time it had never shined the laser out the door where I could see it in the button room (or where it could potentially get a lock on me).[/spoiler]
Also, on the second room [spoiler]I never used the angled surface to fling when I played the map, I just placed a portal on the floor and flung vertically to reach the upper button[/spoiler].
Okay, I figured out the final puzzle, but only because
Also, on the second room
Quote from infernet89 on March 19, 2008, 6:09 pmok, i made some practice through the map and i'm quite sure i can run that in less than 5 minutes.
Today i'm fucking wasted.. but i'll make a video soon :]
ok, i made some practice through the map and i'm quite sure i can run that in less than 5 minutes.
Today i'm fucking wasted.. but i'll make a video soon :]
(I'll stop recording if i die.)