[SP] Condition
My aim was to create a puzzle that was based on simplicity, i.e., very little going on, just the very basics, that still offered a challenge. I also wanted to put a focus on white walls, and having as much white as I could. Didn't want to create a 'puzzle on rails'.
This is probably also the last map you'll see from me for a while, as I have real life duties for the coming year (final year of school). Thus I won't have a lot of time for mapping. But don't worry! I'll still try to release maps whenever I can (I have 2 more Inquisition Bonus Maps in the works, plus a standalone map using the Smoke Field and Inquisition Field).
Enjoy!
But if i place the cube on the door button, and activate the laser catcher, i hear the wheatley end sequence, but i didnt solved the chamber. It would be better if the sequence only plays if im in front of the exit door
But the design is great, and the voice fits 
I guess the trick to designing this kind of puzzle is to lock down one portal in a certain area, to restrict what the player can do with the other portal.
The solution is very neat! Loved it! Not only is the puzzle awesome; the visuals are stunning too!
Absolutely recommendable!
5/5
Literally the only thing that slightly bothered me was that a couple inches of ceiling space would have been nice. That's it. Thanks for sharing 
My solution (more or less identical to Jose's ):
ALpPE-F2fLM
TheTobbell wrote:
Awesome map, 5/5![]()
But if i place the cube on the door button, and activate the laser catcher, i hear the wheatley end sequence, but i didnt solved the chamber. It would be better if the sequence only plays if im in front of the exit doorBut the design is great, and the voice fits
Well, my aim was to have Wheatley getting ready for the test euphoria, so that's why there's some early dialogue. I considered using a timer and cases to get Wheatley to nag the player, as in saying "Still gotta get through the door, don't you?" or something along those lines, every 30 seconds; but I didn't follow through. Perhaps I should though.
sicklebrick wrote:
It looks great, the puzzle is tight, the lighting is spot on, there's nowhere to get stuck, no dark alleys, everything is presented to you nice and early on, and you can just get to work testing and exploring the elements right away. Everything's self-contained and relevant. I've been on a bit of a srs bsnss map binge this weekend, so I'm starting to notice that this seems to be part of your winning formulaLiterally the only thing that slightly bothered me was that a couple inches of ceiling space would have been nice. That's it. Thanks for sharing
My solution (more or less identical to Jose's ):
ALpPE-F2fLM
Thanks, for the comments and the video
Glad to know I've got a winning formula
With regards to your solution, while it's very clean and could very well be an intended solution, it's a bit off the mark. Normally I wouldn't have bothered but the cube on the lift was the focal point of the puzzle.
Ceiling space; yeah, I see what you mean. Even I found it a bit troublesome, but I'd already done the roof before properly testing 
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