[Release] The Watcher Chambers
Bulska wrote:
actually... thats excactly what I've been saying all along...
pestchamber is an idiot. don't try to use obvious logic with him.
Remmiz wrote:
pestchamber is an idiot. don't try to use obvious logic with him.

Remmiz wrote:
pestchamber is an idiot. don't try to use obvious logic with him.
i don't normally like Remmiz's assholery.. but in this case.... 
Most of this map was infuriating for me. I was minimizing and coming back to it when I was less pissed off by the 'puzzles'. I found myself changing host_timescale and using noclip a lot. On the positive side: the behind-the-scenes hallway with all the rooms was a nice touch. The puzzle near the end where you have to get the cube to jump up higher was clever. The glass semi-dome room was a very cool puzzle and looked very nice! This was second only to the energy bridge puzzle. It was a tad too difficult I think, as you had to bunny hop and time it very well, but this got my adrenaline going and was very nice to complete. The very end was kind of disappointing...the speech and gas and energy wall and portal was nice and all, but I wanted to do something, not just lie down and die.
Overall: Very annoying puzzles, but it definitely picked up towards the end. Great presentation, too.
Remmiz wrote:
pestchamber is an idiot. don't try to use obvious logic with him.
lol
pestchamber wrote:
lol

pestchamber wrote:
lol whats wrong with me saying lol?
it was a blatant insult; and you act like its a joke...
ps.
pestchamber, do not get angry, you are my best friend rightly. This math prove it: intelligence (x) foots size (+) potatoes kilo price (-) ex-girlfriends (/) pimples number (=) critical error
??? ??? ????
GLaDOS: The Enrichment Center apologizes for this obviously broken post. If we were you, we would use an internet translation site.
Oooookay... Well, in English:
This. Is. Hard.
But despite being near-impossible without heavy console usage, the maps look really great, and I loved the bts area, including the cake chamber. Oh, and finally having a test chamber with natural lighting was epic.
But the end of the game really confused me.
Old thread is old.
FISHY CRACKERS wrote:
Finally i have the right to say:Old thread is old.
don't really have the right. as this is a release thread, and some people maybe new here and thusly only just now getting to play it. plus its was released LESS THAN 2 months ago. thats hardly "old". now that would be old for some bs thread about nothing, but not a map.
An ending I would've liked to see would've been the energy field coming down after the g-man's portal closed, and you have to go through the door and escape the facility before the gas gets you.
But I did like the usage of the blue energy fields from Portal TFV Mappack in test chamber five...
EDIT: In Chamber 1, you can fool the security camera at the last lift before the chamberlock by holding the storage cube above your head while on the lift. The lift should rise, because it doesn't detect the cube. This is infinitely easier than the nearly-impossible boxfling maneuver.
And chamber 4 has potential for some real lulz. If you noclip into the Vital Apparatus Vent near the blown-out wall, then shoot one portal into one end of the tube and the other portal into the other end of the tube (possible to do without portal_placement_never_fail), and deactivate noclip, you fall through an infinite tube. It's even funnier if you increase sv_gravity to something in the range of over 9000.
And did you know that cubes and turrets are unaffected by sv_gravity, and if you change sv_gravity to -600, gravity is flipped. Too bad Chell doesn't flip to align with the opposite gravity 