[WIP] AB_Test
However, once I was inside the final chamber, I noticed that there were no portalable surfaces. I'm guessing it has something to do with having the correct colours in the correct places. Or that you're supposed to somehow bring the cubes from the buttons inside, and place them ontop of the transperant cubes. But as I mentioned before, I could not see any portalable surfaces. So that's probably not it.
I took a look at room 4 again. I still don't like it much. But then again, i'm one of those people who just hates things aren't true to what you'd expect to see in an apature test chamber.
Accelleration pads are an interesting idea, but they just don't seem to do it for me.
The light strips you have in the chamber also look terrible for me. I don't know about you, but I've got my graphics set to medium. And those lights look like dashed lines to me.
Lorithad wrote:
Just grab the black, and break the glass that holds the turrets in place. Ta da.
how are you breaking the glass just with the black cube?
Did you do something weird with your soundscapes that makes everything play 2x louder? My portal sounds are way loud (to the point of distortion) on both the map you released before editing the end, and this one.
Remmiz wrote:
If you take an object and put it in an endless loop then put an exit so it flies out and hits the glass at terminal velocity it will break it.
I didn't actually know that. I just grabbed a rocket from the turret. But didn't bother getting the cube above it.
The green cube room has been updated to make the end fling not just an easy trip. I increased the size of the light strips to hopefully make them look better. I changed the jump pad look again to increase video performance.
Glass in the turret room updated to not be broken by the turret bullets or the cubes.
The main room buttons updated to not be activated by the turrets.
I did notice a bug here or there though, nothing major though...
for example in the jump-pad room, on the floor you have these....kind of slanted areas up against the walls. I've found that when you view those from the side (in the corners of the room that aren't slanted) you can see through them to the outside of the binary space partition.
also, in the first puzzle room, the two buttons that are harder to reach than the other two...I've found to be very easy to get to. I just portal to the upper right or left hand side of those button areas and slowly walk through and turn very quickly once i'm through, and then I've gotten to the button without any flinging. I couldn't tell if you wanted to leave that exploit in intentionally...
In addition...I liked the ending....I don't know about everyone else though, it wasn't even a puzzle for me, was it supposed to be tricky? I thought it was a cool idea....almost like something you'd find in Myst...but I mostly thought it was cool because it's exactly what I would have done.
Again, amazing level, I love what you've done with the place.
Updated version 2.2 on 12.15.07.
Changes from last version: Room #1 was totally redone so it is not so repetetive. Some of the lighting was redone and a few graphical bugs removed. The special exit hallway in Room #2 was retextured to make it more obvious.
i'm thinking of the scene that you see a few frames of here... http://video.google.com/videoplay?docid ... 6194328070 at 00:14 or so. its a nice "hall" that is shaped like your jumping room, with lots of portraits on the walls.
But now I finished the map and say : "WHAT THE HELL!??"
We are no longer in 1980 where it was normal to check walls for invisible secret passages, geez.
You definitely should remove that.
On the bright side, the final test is pretty original
Hyakkidouran wrote:
We are no longer in 1980
Are you SURE?
edit: also. i thought the invis wall was kinda weird at first too but if you think about it. its kinda cool cuz you come OUT of a invis wall first. so its more of an "observation" test.
msleeper wrote:
THE DATE IS A LIE!
msleeper wrote:
Why couldn't Aperture make a portal device out of a DeLorean? It would have had so much more style then...