110 ratings
The Dirty Pair
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Description
You can see the exit. All you have to do to open it is put two cubes on two buttons. Unfortunately, a pair of smug turrets have their sights zeroed on those buttons, and will gun down any test subject who gets too close. You'll have to take them out... and doing so is going to be an exercise in logic and indirect attack.

Revision 2:
- Removed most portal surfaces in the entry room and added a few barriers in the main chamber, which should prevent an exploit that allowed the player to easily kill the turrets with a redirected laser. Sorry, not the intended solution. ;)
- Removed the decorative "stairs" on the ceiling, which--while cool-looking--ate up a lot of entities and confused some players.
17 Comments
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Tyr Anasazi May 26 @ 1:26pm 
I did it the same way as sekti, never noticed another way. Nice map.
Chiscringle Aug 21, 2012 @ 7:45am 
Timing on the last part was really twitchy. Otherwise loved it like all of them.
Catsy  [author] Aug 5, 2012 @ 7:50pm 
Thanks to everyone still playing and commenting on this map. I have a certain fondness for it even though there are a number of ways it can be broken. I might revisit it sometime with some loving attention in Hammer.
1980 Aug 5, 2012 @ 5:08am 
I took almost one hour to complete this puzzle. I had been completely preplexed and dumfounded for a longtime when the fizzlers were off, making me thinking continuosly. But when I got to know how the loathing turrets should be terminated, my face assumed :)
Le Petit Mort Jun 30, 2012 @ 5:39pm 
Pros:
• Interesting geometry;
• Thoughtful puzzle;

Cons:
• Sequence breaking can make map disorienting;
• Back and forth toward the end can be tedious;

Sequence Breaking:
In the room with the cube-buttons, one can portal the floor and get the laser-cube early;
stormsend Jun 29, 2012 @ 4:56pm 
I just finished and I thoroughly enjoyed this one. Some parts were very difficult for me (mostly getting the timing right) but the thing I liked most was that the rooms were not too busy. When you have a couple choices to make (or even half a dozen done right) you can usually figure out what's needed. If a room is cluttered with stuff it's ....
Great Job
are_you_still_there Jun 27, 2012 @ 11:15am 
Great map.

One glitch: when trying to exit out the left-side normally-closed hatch of the upper room, I somehow got "stuck" inside the framework on the outside of the hatch when it closed just as I was exiting and couldn't move; had to restart the level.
I Vik I May 25, 2012 @ 3:18am 
Let dead cubes autorepsawn its just annoying having to run back and spawn the cubes manually all the time. I used cubes to knock over the turrets not sure if it was intended that way. Tip use grating and a lazer to kill them if you players to kill them a certain way.
Catsy  [author] May 22, 2012 @ 6:32pm 
@sekti I wondered if someone would manage to pull that off. :) It's not the intended solution but it's not such an egregious exploit that I'm bothered by it. If I can think of a straightforward way to prevent that I will.
sekti May 22, 2012 @ 4:51pm 
I killed the turrents by dropping a cube on their heads ("catching" a cube with a bridge and then making my way with the cube through the fizzlers and above the turrents). I completely avoided the part for deactivating the fizzlers. I am not sure how the intended solution kills the turrents, but my solution feels pretty clean and avoids most of the puzzle.
It was still fun, though.