Lpfreaky90 liked it (don't watch if you haven't played it yet):
http://www.youtube.com/watch?v=lrjADIs8Tho
[hr]
Lpfreaky90 liked it (don't watch if you haven't played it yet):
http://www.youtube.com/watch?v=lrjADIs8Tho
[hr]
I've made a few maps and thought I might post the links here for a little more exposure.
Not sure if they are hard or easy, but I like them in any case.
Ray of Hope
Rollerbridge
Don't Run, Walk
Have a gander at them if you feel like it, and any feed back is always appreciated.
Mantheren wrote:
Hiya,I've made a few maps and thought I might post the links here for a little more exposure.
Not sure if they are hard or easy, but I like them in any case.Ray of Hope
Rollerbridge
Don't Run, WalkHave a gander at them if you feel like it, and any feed back is always appreciated.
Unfortunately the maps started great, becoming worse each map 
Ray of Hope:
http://youtu.be/8f0FUb4brGc
RollerBridge:
http://youtu.be/nrrcdewaK58
Don't Run, Walk:
http://youtu.be/bfb3w1ID2U4
Lpfreaky90 wrote:
Unfortunately the maps started great, becoming worse each map
Thanks for playing and especially thanks a lot for the videos of you running the maps. It was extremely use full to see someone run though it.
I remember spending a lot of time on the first map. So its nice to see it's liked, and being completed as intended...
The others were slightly less tested by myself and it seems I should have done more attempting to break them, since you just skipped a part of the second puzzle, by jumping over to the round ball dispenser part. So that wall clearly needs to be made unportable. And once it is, then you will need the cube... 
The third ones main problem seems to be the lighting (and the death traps are perhaps a little excessive but that was kinda the point of the don't run but look first and walk title. Also the reason I added a lot of autosave triggers in there as well to make death less annoying.
Having said that the lighting is far better on my monitor, so I think I might need to abandon the dark hidden places concept, since I can't really judge what other will see based on what I am seeing. In stead just light up the place, and make them harder in other ways.
I will be revisiting the "Rollerball" puzzle to fix the shortcut.
Also definitely going to add way more lighting to the "Don't Run, Walk" puzzle, however I think I'll keep the death traps in there, so that might not be your favorite one ever.
Thanks again for the commentary in the video play through. Super helpful...
To be honest I personally like the first one best myself as well.
Edit:
There we go reworked the last two a little. Next puzzle will be more puzzley.
Edit2:
Ok two more, probably it for a while, since my next idea requires something I don't think I can do in PETI (I really should find some time to learn hammer I guess).
I wonder how quick someone is going to find an unintended shortcut in these. 
Big Indicator (EDIT: Lpfreaky90 walkthru on YouTube)
Weighted Companion Q*Bert
Try these three:
http://steamcommunity.com/sharedfiles/f ... =134207930
http://steamcommunity.com/sharedfiles/f ... =133702873
http://steamcommunity.com/sharedfiles/f ... =135685027
Guaranteed: no special skills are required.
I've been working on these for some time and I'm quite pleased how they turned out. Any feedback would be appreciated!
The Squeeze
http://steamcommunity.com/sharedfiles/f ... =137947418
Solitary
taco wrote:
@Samooja I found your map to be fairly enjoyable (other than the turrets - they weren't hard, I just hate them, haha). I did manage to finish the map without ever needing to use/activate/etc. the funnel though which probably wasn't intended.
Thanks, glad to hear you like it! Oh, and you got the master this time, how did you manage to pull that off? No loopholes allowed.
Edit. Done. =)
A little simple test with mostly lasers and glass. Anything you can tell me about the map's quality (or really the quality of any of the maps I've made, there's a lot of them but most are much larger/longer than this one) would be appreciated.
The maps are supposed to be difficult and most of them require "thinking with portals". =)
The maps 1, 3 and 4 contain 2 puzzles each, while map 2 and 5 only feature one difficult puzzle.
Map 5 started as a very simple concept, with a square room, 4 fizzler and 4 laser-grids.
I started to think of a way to solve the map, where you really have to think with portals.
The final solution can be done in about 1 Minute, but if you don't know all requirements, you can spent hours on this map.
I would love to see some blindrun videos for my maps. =)
I am also looking for someone to play them with me, to see how other players will try to solve them.
Hello everybody, new here and made 2 maps, I hope you like them and if you still find any bugs (have tested it for bugs with lpfreaky but you never know) please let me know.
The map offers some degree of a challenge, but it should be too hard. This is my first Map and I had a lot of fun creating it.
It's always fun to see how others solve you puzzles, so videos would be appreciated =)
The Map: http://steamcommunity.com/sharedfiles/f ... =143163162
Hoops needed some angled blocks to funnel the Aperture Science Edgeless Safety Cubes onto their buttons, or they would bounce out pretty much every time and just wedge themselves in a corner, but is otherwise just a Puzzle Maker level featuring conversion gel, a laser, and a couple of faith plates.
On the Rebound is just fun with Faith Plates.
Both maps are pretty easy. It is possible to make Hoops unsolvable, but you kind of have to be trying to do so, and even then, there's an alternate way out of the level by that point, if you're patient enough to take the conversion gel all the way out to the main chamber.
I've just recently published my first two acts from my Elie series onto the workshop.
They were initially intended as portfolio maps that were part of a custom campaign, however I reworked them for the workshop and thought they would be worth sharing!
It is a singleplayer experience with a medium level difficulty, I'm not a fan of incredibly difficult levels as I prefer puzzles with more enjoyable mechanics.
Act 1: http://steamcommunity.com/sharedfiles/f ... =143991663
Act 2: http://steamcommunity.com/sharedfiles/f ... =143976048
Any feedback or thoughts are welcome, either here or on the workshop comments.
Cheers!
The Gel Disposal Annex, however, is the result of actually thinking. My hope is that each of the 3 rooms is a little bit harder than the last, but not insurmountably so. Feedback is, of course, appreciated.
Easy and Fun map called "Moat."
Feedback Appreciated
This is a brainteaser-map, which requires teamwork and thinking with portals.
You have to think twice.
Features:
- 2 medium-sized rooms
- teamwork required
- thinking with portals required
- you may have to think out of the box
- no ninja skills needed
- no extrem fast timing needed
Information:
- The estimated playtime on a blindrun is about 45 to 75 minutes.
- I have tested the map with 3 different players and all of them needed at least 45 minutes.
I would love to see some blindrun recordings on YouTube or via live stream!