Conundrum

RELEASE
Posted Jun 10, 2010
Greetings all,

I've just finished / released my debut Portal map. It was highly fun to make, so I plan to make more in the future.

To download, click here: http://myaperturelabs.com/file.php?id=328

Conundrum provides a diversity of puzzles experienced over the course of 4 chambers. The goal of Conundrum is to provide a fun and thought provoking experience for the average Portal player while still being appealing for the more hardcore Portal player as well.

Please feel free to email me at [email protected] with your feedback! I'm always interested in what people think is fun and what needs work. This is my first Portal map and I plan on designing more in the future.

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459 Posts
Posted Jun 10, 2010
Replied 5 hours later
Finally a nice map for an average portal player like me: no timing puzzles, no impossible flings. Just the good old puzzles we like :biggrin:
I just couldn't figure out how to get on the platform in the third puzzle (with the deadly water), nowhere to get enough momentum. And I think I have discovered a little bug: the indicator sign leading from the switch on the platform (in the same chamber) in its original state, was randomly switching on and off (from X to V :rolleyes: ) for some miliseconds...
I lol'd in the turret chamber (who has already played this map alrady knows why :thumbup: )

PS: I did not have to murder my companion cube? :lol:

Posted Jun 10, 2010
Replied 36 minutes later
Thanks for your write up :smile: The solution to that platform in the third chamber is a bit obscure (maybe a touch too obscure). I'll look into that X to check mark bug when I get some time. Glad you liked it!
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806 Posts
Posted Jun 10, 2010
Replied 2 hours later

AmnDragon wrote:
The solution to that platform in the third chamber is a bit obscure [...]

Yes, I think that was the only thing harder than "medium". But most people will probably figure it out. (Hint: no fling.)

Mek wrote:
I lol'd in the turret chamber (who has already played this map alrady knows why :thumbup: )

LOL that was also great; forgot to mention that in the download page comment. I love original humour in maps :biggrin:

Posted Jun 11, 2010
Replied 10 hours later
This was really quite good. Like the other people said, the platform puzzle was quite hard. The rest of the puzzles were a breeze for me, but that one took a good 5 minutes or so. From what the solution is, I think it was the layout of the level that made it hard, but I cannot see any way to change it without reducing the difficulty to something a child could do. So well done.
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35 Posts
Posted Jun 11, 2010
Replied 40 minutes later
I suck at portal,
so you can think i wouldn't get past the second level
Posted Jun 11, 2010
Replied 4 minutes later
Here's a couple screenshots Mek posted if you're interested in getting past the second chamber with a little help.

http://img526.imageshack.us/g/conundrum0000.jpg/

Hint: you don't need to do the first picture in the slide show, but it is a different solution that works.

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1,047 Posts
Posted Jun 11, 2010
Replied 8 hours later
Well done, I thought this was a fantastic map, it was well conceived and executed. There was nothing in the map which I found hard (no exotic flings or timers), medium is right.

Enjoyed it immensely - thanks for creating for those of us who can't map....just play.

Posted Jan 08, 2011
Replied 6 months later
Yeah, I liked the map as well. It was good and creative and not too hard. Where did you guys lol exactly? :smile:I remember smiling when a wall hit the last turret from the back :smile:
Posted Jan 08, 2011
Replied 4 hours later
I've had that jumpy indicator light problem in many custom maps, including my own, and even in Portal: Prelude. I've come to assume it's just my graphics card not liking toggled textures. :confused:
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459 Posts
Posted Jan 08, 2011
Replied 5 hours later

kataruna wrote:
Yeah, I liked the map as well. It was good and creative and not too hard. Where did you guys lol exactly? :smile: I remember smiling when a wall hit the last turret from the back :smile:

this.

Posted Jan 08, 2011
Replied 3 hours later

King Of Sandvich wrote:
I've had that jumpy indicator light problem in many custom maps, including my own, and even in Portal: Prelude. I've come to assume it's just my graphics card not liking toggled textures. :confused:

This has happened to me too, once, but it was when I was developing a map and I later figured out it was due to screwed up button inputs.

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Posted Jan 08, 2011
Replied 1 hour later
Someone reported one of my maps had the same problem; indicator lights were z-fighting with the floor where it made no sense. The floor was one brush and the indicators were overlays, but only he got thew problem. I didn't know what to tell him since I didn't have the problem and thus didn't know how to fix it.