52 ratings
Breaching
Rate  
Favorite
Favorited
Unfavorite
File Size:
Posted:
Updated:
4.520 MB
Nov 5, 2012 @ 3:58pm
Nov 14, 2012 @ 11:40pm
3 change notes ( view )
Description
Like with whales. Not like with security systems. Although that might have been cooler.

v1.1: Edited to use angled panels instead of repulsion gel. If you've played the original version, I'd appreciate feedback about whether this change is better or the equivalent of the Star Wars original trilogy re-releases.

NB: In the last part, if you're having trouble working up enough speed, try moving your floor portal.
13 Comments
< >
Pizzarolled Feb 19, 2013 @ 5:48pm 
i was almost through the first door or exit but after getting stuck inside the panels for the fifth time i quit on this map
toncica Nov 25, 2012 @ 7:59am 
The last jump worked only randomly for me. I would have placed the portal at the lowest possible position so that it touches the ground, but I wasn't able to do that because of the auto-placement apparently. On my first run the jump was only successful when I crouched before landing, on the second run one of like 20 attempts worked when I was diving into the portal by a weird angle, suddenly having plenty of speed making me fly higher than ever before. Shame that this nice chamber was problematic to finish. I don't know what I could have done better.

If you like you could lower the water pool by the gel dropper, so that the water height matches the one at the entrance. As I was just dealing with that issue I have learned that having water pools at different heights makes the engine resort to cheap looking water without reflections.
DeathWish808 Nov 24, 2012 @ 2:14pm 
Only took about 2 minutes, but I'd say the average player would take much longer. I didn't play your original version, so no comment there, but I had no trouble at all (execution-wise) with this one. I did get stuck in the 2nd ramp (The one facing the exit side) on the 2nd try with the timer, but other than that. No issues.

Nicely done!
Gunnar Clovis Nov 19, 2012 @ 2:17am 
Much better than the re-releases.
Gunnar Clovis Nov 19, 2012 @ 2:16am 
The first variant of the map was good, and this is much better. I executed this on my first try, and I experienced little to no issues (one of the few being the slightly annoying view turning due to shifting portals; but, that wasn't too big a deal)
›› ╚℮Ѳ ‹‹ Nov 15, 2012 @ 6:12am 
Hey Ergocopter,
in this version I could do the first jump better, but I the second didnt work for me. Maybe I am doing it wrong, but I tried 10 times and always had not enough speed. Furthermore you have the big problem now, that the player gets stuck if he is on the panel while it moves out. :/

But how did you manage to get the shields/icons on the big sign (with number and map name) in the room before the chamber?
Clericopter  [author] Nov 14, 2012 @ 11:00pm 
Appreciate the feedback. As I said before, I really wanted to do this with ramps instead of blue gel. And I've now updated the map with this change. Thanks for the triggered tunnel advice, I had no idea it was there in No Ordinary Headache, it must have been very nicely implemented. It'd help a lot if you tried the updated version and still felt it was necessary here.
›› ╚℮Ѳ ‹‹ Nov 13, 2012 @ 8:00am 
Hi Ergocopter, nice map! View objects, great design and difficult. Thats what a good chamber should be. :)

I had only some problems in the execution. first i didnt use the button timing for my advance but still could up after many tries, so I thought it was correct. But it is so difficult so it was a bit frustrating. And the second jump I tried it 5 times but always lost my speed when I entered the portal again after the 90° turn from vertical to horizontal so I thought its not the right solution and searched for another quite long. You could decrease the final area portable tiles sizes to one and make it autocentered and then use an invisible triggered tunnel to guide the player as I did it in my no-ordinary-headache map.
since your map looked so well designed let me say one thing: your observation room near the exit had no internal light, that looked a bit strange ^^

Greetings,
Leo
Clericopter  [author] Nov 10, 2012 @ 3:55am 
Thanks a lot for playing. To be honest, I didn't really want to use blue gel. I'd rather have avoided getting into the obscure speed-jump relationship by using angled panels instead. But I couldn't figure out a way to make it work with angled panels until I'd nearly finished making it. I might update it or post an alternate version at some point. Until then, my apologies for the hassle.
Mevious Nov 9, 2012 @ 3:15pm 
I had no idea you bounce higher off blue gel when you're moving fast so the description helped. Very clever second half.