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Nov 19, 2012 @ 9:41pm
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One night, after a near-death experience, Jay Oakly had set himself to become the first prophet of a new meaning to existence. When that failed horribly, he decided to become an artist. when that also failed, he decided to become an architect. He was quite successful for the most part, as long as he never DREW any his contributions to any blueprints depicting family themed resturaunts. Sadly, he felt the need to do contraverse to the standards of his employers, who happily threw away everything in his workspace. Everything, except his homemade blueprints. Jay took that with him.
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DeMille3  [author] Apr 24, 2013 @ 11:17pm 
By the way, that gap you mentioned is covered with glass.
DeMille3  [author] Dec 4, 2012 @ 4:40pm 
That's o.k
Reiman Dec 4, 2012 @ 10:07am 
Yeah, I know what you mean. I also just make things in my maps I don't dislike by myself.
I hope I didn't make you feel sad about that blunt written suggestions for improvement.
It's like the first one I got by myself and it helped me a lot to improve my own chambers, so I think it's healthy to be straight with my thoughts, when thinking, there needs something to be said. Now I'm looking forward to your suggsted chamber.
Ps.: of course you also can try even easier rooms in my Collection , and I'm always happy, if someone makes it through and gives a comment. (surprise! ;)
So take your time and have fun!
DeMille3  [author] Dec 4, 2012 @ 12:18am 
If you're lokking for something a little more challenging, I'd recomend this:
If I fail to live up to you're standards of difficulty, it's because I don't have a target, don't know how to fix that, and want to be able to play the maps I create.
DeMille3  [author] Dec 4, 2012 @ 12:11am 
This was just an experiment with a concept. I intend to create more complex maps featuring this idea, as I already have if you check my workshop. By the way, I've played your map, but haven't completed it yet. I guess that's one of the reasons I like it. It interweives paths and objectives like one really complex maze.
Reiman Dec 3, 2012 @ 2:04pm 
The hovering blocks are a cool idea, but the first big gap is solvable with just one portal. The second is better, but you also can jump 1-block-gap wide (although I hate it, so it's good for me :). The only really necessary poleswitch (exept the one for the stairs) is reachable just by portals and the exit needs only one frankencube, as there is a big gap between the fizzler and the glass floor, where you can shoot a portal through. Fix all these and it becomes an even more funny map.
By the way, did you play my Cube or just left a comment?