here it is my run on that map pack
http://it.youtube.com/watch?v=yfUtwrCOYtI
It's segmented, so after each level there is a cut.
here it is my run on that map pack
http://it.youtube.com/watch?v=yfUtwrCOYtI
It's segmented, so after each level there is a cut.
It was challanging but not annoying at all. Only the part with the cube and the ball was tricky, but still fun to do, and more fun to complete 
The thing with the spikes first made me think, what a stupid thing. But I went fiddling around with it by slowly moving towards the spikes to trigger it without dying. Then I found out that I should climb over and jump trough the spikes, the hint: 'leap' painted with blood did help me out a little.
All around, good graphics and certainly good puzzles.
wow now that i read your hints on that spike area i understand why i had so much trouble with the last part I managed to jump through the middle of the spikes that you were spposed to climb, and the next set i could crouch and crawl under the right side (the half with the swinging blade was no problem, I tought it was obvious that it would come down on me)
Theoretically, you could gain speed with some other trickery and come falling towards the angled wall with greater speed, but then you have to put at least one portal on it in a fraction of a second with practically no orientation, and it seems rather impossible.
Also, the spike thing kinda sucked.
uXs wrote:
How do the hell do you do the room with the large pool, the one where the g-man appears ? If you fall from the roof into the angled wall, and out another portal right next to it, you seem to have the correct angle, but not enough speed by far.
I tried it by putting the two portals above each other, so I was falling infinitely, and then trying to put a portal on the angled surface, but never succeeded.
And this is what I dislike on all maps - if I actually know the solution, but am unable to manage it.
The puzzles were way too hard, and I have come to an idea of binding the "noclip" command to some F-key
The only thing I liked in this map was its atmosphere (portal feeling), the design was done in a very fashionable way. The end was great, except that the lights behind the G-man were too bright so I couldn't see where is he standing.
So, if there will be a sequel, then try to adjust the difficulty so that the puzzles aren't near impossible. 
||Put a portal on the very end of the lower platform. Put a portal on the ceiling above the angled platform. Drop through the portal on the ceiling and place a portal on the angled platform that you're falling towards. Crouch as you go through the portal on the angled platform.
You'll shoot across the gap with more than enough speed to make it across.||
At no point anywhere in these maps is terminal velocity required to solve a puzzle.
Also, the lights behind g-man had to be bright to hide his face. Custom scene files (that are needed to make g-mans mouth move) cannot be easily included in maps. So I had to come up with a way for g-man to talk without people being able to see his face.
And the sequel will definitely be easier.
Syon wrote:
Also, the lights behind g-man had to be bright to hide his face. Custom scene files (that are needed to make g-mans mouth move) cannot be easily included in maps. So I had to come up with a way for g-man to talk without people being able to see his face.And the sequel will definitely be easier.
heh, thanx, never realised that... 
Don't make the sequel any easier, just make it as hard as this one, in the same way.
Also the last puzzle was awesome, really nice idea.
Really a truly excellent map, congrats.
(Except for the part with the spikes, that sucked.)
I think the map did end up being harder than I intended though. I tried to shoot for something that would be tough, but not to the point of being frustraighting, which I think some people have found it.
The next map is going to be more of a theme map than anything else. reasonable puzzles, but with a focus on atmosphere and such. I don't want to give away too much though as plans may still change some depending on technical difficulties I encounter.
but what activates it ? how do i know when is it orange and when is it blue?
pestchamber wrote:
but what activates it ? how do i know when is it orange and when is it blue?
rellikpd wrote:
triggers with filters looking for the box that probly has a particular name
wtf.. i mean ... i dont know what the new cam game mechanics does... because you dont get any practice what it does... ... very simple: WHAT DOES IT DO? AND WHEN IS THE STRIPS ORANGE AND WHEN IS THEY BLUE... not how its made in hammer..
When the Cube gets too close to the camera, the indicator changes, and the door closes.
The Camera sees the cube and closes the door.