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Sandy's Twin Adventure
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Sep 29, 2013 @ 4:43pm
Feb 23 @ 12:39pm
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Sandy's Twin Adventure

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Description
Very challenging test with HMW's sendificator device.

Some details updated, for technical reasons I had to switch to 'Art Therapy' style.

This is the twin map to Dreamer's Sandy Fikator[/
47 Comments
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toncica  [author] Jan 13 @ 3:52pm 
Fortunately there are plenty of small-to-medium maps. In fact it would be horrible if all maps in the whole workshop would be like this one, very hard and time consuming. I wouldn't want to play such maps exclusively.
ken.roberts Jan 1 @ 1:03am 
I am gonna admit something. After many years - I find that my own personal tastes now prefer small-to-medium maps with a Difficulty Level of approx 7 out of 10. Although I appreciate the ingenius design of a Map like this - I end up spending so much time figuring out multiple seemingly "impossibilities" - that it is simply too much for me.
toncica  [author] Dec 11, 2014 @ 5:09am 
Thank you again for your very detailed feedback. I'm not sure I understand the issue you have with the bright surface mistaking it for a light. With cold light it would be just as bright, a light was being put on the floor of the door passage because the floor mustn't be portalable. I could make the floor black instead. This map is a pain to update though, it takes ages to compile and it is on the edge of the engine's limit, then the sendificator doesn't work without packing the files in manually and it is restricted to this specific style with Glados voices to work at all.
Ganymede Dec 9, 2014 @ 9:17am 
The rest of the map was (relatively) straight-forward. There were a few parts where I had to reload a number of times before I got right, such as picking up the cube on the other side of the fizzler, or not waiting long enough for the cube to go through the funnel before reversing it, but there was nothing overly difficult logic-wise. That said, running through said steps was still a lot of fun.

It if wasn't for the few qualms I have (surfaces vs lights, identical cubes, a few save-reload maneuvers), this would easily be up there with "Lost" on my list. As it is, though, it's still a really close second.
Ganymede Dec 9, 2014 @ 9:17am 
Then came the toughest part of the puzzle, and, judging from the comments, the part that most people struggled with. You know the part I'm talking about. Again, I did quite a bit of exploring before I thought up a way to pull it off. It was one of those things where I knew exactly what I had to do; I just didn't know how to do it. Speaking of exploring, I really liked your use of blue gel in case you get stuck in the "maintenance cooridor" at the bottom. That means there's at least one map in your workshop that has blue gel in it. =P

Unfortunately I couldn't get much further than that because guess what? I got the cubes mixed up! Again with the puzzles that depend on keeping track of two identical cubes. Oh well... just remember to add those color-coded cubes if they ever get added to BEEMOD.

At this point, I found it easier to just restart the entire map. Yes, I could technically recover from where I was, but it was just so much easier to run through the steps I already knew.
Ganymede Dec 9, 2014 @ 9:17am 
At this point, the puzzle got really interesting. I LOVE the way you used the sendificator. I'll admit, when I first saw the cube on the other side of the grate, I thought it was another "cube passed through the grate" physics glitch. I had completely forgotten that sendificators will send things right through grates.

The funnel was also really clever. I like the way you used a laser to "force" the player to make the cube face either up or down as it comes out the other end. At first I thought it was a coincidence, until I looked more carefully at how the laser was positioned. I had to think quite a bit before I considered "flipping" the ceiling portal around to swap the direction of the cube.
Ganymede Dec 9, 2014 @ 9:16am 
Let's just say I'm not fond of the yellow-tinted lights. I had the same problem in Perplexus. They look too similar to portable surfaces. It gets worse when one of them is shining directly on a surface as it tints the surface a really bright yellow and makes it look even more like a light. This was the second time in one of your maps that I was completely blind to a portable surface because I mistakened it for a light. In fact, there were a few times I had to do a double-take because the sheer brightness of it reminded me of a common graphics glitch. You might consider replacing the yellow lights in that part with white lights, and maybe pull them back so it's not so bright. In this case, I'm referring to the surface between the two doors at the beginning.
Ganymede Dec 9, 2014 @ 9:16am 
The main chamber is HUGE! Perhaps one of the largest I've seen from you (since In The End). Lots of room to move around and explore. I had no qualms about "taking the tour" and looking around every inch of the map before I tried to solve anything.

I will admit, it was at this point that I hit my first major barrier. I got stuck in a really bad way. I wandered around the map for maybe 15 - 20 minutes looking for something I could do. I finally referenced the walkthrough video and... well...
Ganymede Dec 9, 2014 @ 9:16am 
This was a really fun collection of ideas. I haven't played any "gimmick" puzzles from your workshop: you usually find really clever ways to use the basic tools (just cubes, fizzlers, and maybe a funnel). But then, who can resist playing with a Sendificator?!

This is one of those maps I have to do a blow-by-blow of. There are just too many clever things not to give each one their due respect.

So, first off, I really like how you had a small "tutorial" for the sendificator at the beginning. It's always a good idea to introduce the player to something like that. I'll admit, when I first saw it, I thought it was just a really small map. I had almost forgotten how big it looked in the screenshot.
delete please Oct 6, 2014 @ 7:42am 
It really blows my brain up..I guess i'll have to come back to it next year...