[Release] Conundrum

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AmnDragon
17 Posts
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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Mek
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:

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AmnDragon
17 Posts
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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HMW
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:

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hanging_rope
435 Posts
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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SL89
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
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AmnDragon
17 Posts
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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quatrus
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.

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kataruna
33 Posts
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:
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King Of Sandvich
15 Posts
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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Mek
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.

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p0rtalplayer
1,366 Posts
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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Groxkiller585
652 Posts
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.