Screenshots of "Try Anything Twice"
Anyway, "Try Anything Twice" is a map pack consisting of five test chambers, each of which has to be solved twice. The second time through however, a small but significant change occurs in the chamber, requiring a completely different solution. Think about it like a chamber with its own advanced version built in 
Chambers one to three are (almost?) done, and look something like this:

The first test is simple; it serves to introduce the go-through-it-twice principle.
(By the way, making good hidden trap doors is a pain in Source, but I think I managed it. Can you see what will change for the second round?
)

Entering number two. Watch Ur head...



Each chamber ends in a T-junction like this one. The left path loops back to the beginning, the right path leads to the exit elevator.


Chamber three. (Actually, this is the first one I made
)

I'm just starting out on chambers four and five, so it will take a while still before this will be released. In the mean time, of course, if you have any comments about the screen shots, or the idea in general, don't hestitate to post!
Keep that work and DON'T RUSH!
The only thing that hurt my eyes is that most of the indicator lines aren't aligned with floor (or ceiling) tiles. Very small problem, but I hate that kind of things in otherwise HQ-map
But anyway it looks worth of 10 points 
penapappa wrote:
The only thing that hurt my eyes is that most of the indicator lines aren't aligned with floor (or ceiling) tiles.
Good point. I usually only pay attention to where the indicator lines connect to when placing them. Now you mention it, it does look a bit more tidy when the lines are aligned with the underlying texture, especially on those small square tiles. I'll see if I can move those a bit.
and must admit I like your style very much. I am looking forward to playing it. Nice touch by forcing the player to go through each chamber two times as well
cant wait!
hanging_rope wrote:
Wow... this has reminded me to continue my map pack... hmmm....
Please, do! 
Mek wrote:
Please, do!
I've had to start all over again, that's why I stopped. but back on topic.
I hope that the solution is a little bit more clear on this than in manic mechanic, I really did not understand that ball puzzle.
hanging_rope wrote:
I hope that the solution is a little bit more clear on this than in manic mechanic, I really did not understand that ball puzzle.
Well... as I favour the more thinking-in-odd-ways kind of puzzle I can't make any promises regarding that. 
But you're right in that the ball puzzle can be quite overwhelming at first, because there is so much stuff in the room that you don't know where to start. And on top of that I goofed up the directions at first.
(This should be fixed with version 1.1.)
But to answer your question: yes, the puzzles will be similar, but I will try to avoid "total ball puzzle confusion" this time.
HMW wrote:
Well... as I favour the more thinking-in-odd-ways kind of puzzle I can't make any promises regarding that.But you're right in that the ball puzzle can be quite overwhelming at first, because there is so much stuff in the room that you don't know where to start. And on top of that I goofed up the directions at first.
(This should be fixed with version 1.1.)
But to answer your question: yes, the puzzles will be similar, but I will try to avoid "total ball puzzle confusion" this time.
If it's anything like Manic then it'll be great.

It's worth it, though? Should I kick the girlfriend off the main PC so I can play it?
lol
Keep it up!
reepblue wrote:
Nice to know that someone is still fresh on ideas. Most portal maps seem to "copy" ideas from other maps or even Valves. (I even take guilt.)Keep it up!
What he said.