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A repulsion gel puzzle.
100% solvable. No ninja skills or timing required, if executed as intended. Please post any and all of your thoughts and criticisms in the comments, and thank you for testing.
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Gunnar Clovis  [author] Dec 18, 2012 @ 9:57pm 
Haha, okay, fine doxxz, I'll humor you and play your level. Oh, you communities, always pleaing for your stuff to be viewed in comments.
srs bsnss Dec 18, 2012 @ 3:00am 
You're totally right about the Frankencube, it's simply me not noticing the obvious. I did see it at the start, but then pretty much forgot about it. There's nothing you could really do about that. I ended up remembering because I heard the noise of it, and so points to you for using that to help the player.
Gunnar Clovis  [author] Dec 17, 2012 @ 4:33pm 
but I'm sorry to say I cannot sympathize with the not noticing the Frankencube. You see it walking in when on an elevated platform, the reciever and cube are right next to each other, I made it a Frakencube so its noises would prompt people to look up, sitting on the necessary button to drop the regular cube compresses the panel, which is right next to it and obvious. A panel dropping like that obviously serves a purpose, and with the existence of a laser shown to you beforehand, you must look up. Thats a glass wall for more than one reason, and the laser beforehand, the elevated cascade of platforms, the vertically inclined gameplay, the dotted lines, why that cube is a Frankencube, thats all there in that order for a purpose or two.
Gunnar Clovis  [author] Dec 17, 2012 @ 4:33pm 
Back to you Lazer, I often recieve feedback saying I should mark places with lights to make people look up, because NO ONE EVER LOOKS UP. And I understand not being able to notice what laser catchers did when they trailed off into the distance, another thing I don't like to play or do, but again, I couldn't really solve that issue without destroying the puzzle. I understand difficult with the panel,
Gunnar Clovis  [author] Dec 17, 2012 @ 4:14pm 
Yes, Pluisje, the water is for some difficulties I experienced while playtesting. I usually don't like adding water in every Repulsion Gel map without a good puzzle solving purpose, as I often see, but I felt it necessary.
Gunnar Clovis  [author] Dec 17, 2012 @ 4:12pm 
Thank Lazer, a very thorough, fair, and accurate commentary, as always. I was aware of the difficulty caused by mistakes, forcing the player to retrieve cubes, which I wasn't particularly pleased with, but I saw no good way to fix this without ruining the puzzle.
srs bsnss Dec 17, 2012 @ 4:19am 
...(continued) But just because I've spent all this time talking about those two issues doesn't mean they're huge problems, so don't think that map is ruined or anything because it actually is one of the better maps that I've played. On par with Mevious maps, I'd say.
I hereby give this map 8.5/10
srs bsnss Dec 17, 2012 @ 4:19am 
...(continued) Because I didn't notice the ramp opening catcher , I had tried to get the repulsion gel to the exit area in order to bounce up to the exit, which I actually pulled off, except couldn't get up to the exit - perhaps add a pit with grating over the top in that entrance area to show that using the gel is impossible. It wasn't until a bit afterwards that I noticed the third laser catcher for the ramp .
One of the other things that slowed my progress was the fact that one error in the entrance/exit area or "hallway' (middle section) usually meant having to go back to the main area, which then required destroying and retrieving some cubes once again. The whole map took me about 40-45 minutes to complete.
srs bsnss Dec 17, 2012 @ 4:18am 
Wow. I actually found that to be pretty hard. In a good way, mostly. It's not very often that you see a map that forces the player to destroy cubes to solve the test effectively, but this map seemed to do it quite well. The gel was also well used.
But I won't go on about all the things you did right, because that would be like telling people why coat-hangers are useful for hanging coats.

One of the main things that probably made it so difficult for me was not seeing things. For example, the laser catcher that opened the 60-degree panel, or the laser catcher that dropped the frankencube. Now, not seeing those is probably my fault, especially the second one, but I think finding a way to draw the player's attention to them wouldn't be wasted.