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Sacred Cube
I wanted to make a puzzle that was a little like a 3 story house. Your job is to eventually steal the cube from the bottom floor in order to get out

Fixed a portal bump glitch. Added some lighting and a way to get back up without the stairs if you fail the last jump, not even neo makes it the first time. Also, i discovered there is more than one way to make the jump, and i have decided to keep it that way
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Aizawa Sep 29, 2013 @ 11:25am 
i dont wanted to be a dick :) Im just lazy :P
Mr.Johno  [author] Sep 29, 2013 @ 7:28am 
The map is pretty linier, each floor is self-contained. There are videos on all my maps, so if you don’t want to play, feel free just to kick back and watch the video. I initially wanted to make the laser puzzle on the wall, but the lasers don’t work properly unfortunately.

i admit it is a bit over the top though. It needs not to be as big as it is, but its more for the artistic style rather than the actual mechanics itself.
Thanks for the feedback

Aizawa Sep 29, 2013 @ 1:51am 
sorry but I dont want to play this map. I dont like this kind of maps at all. It is very huge, and take so much space, indicators all over the place. It is just really confusing and you first need to take some time to remember where everything in this map is.
There is for sure a way to make this much smaller and less confusing. Sorry, but in my opinion test chambers should be small and you should be able to orientate really fast.

So I cant judge the map itself without playing it of course. I will try your other map.
Mr.Johno  [author] Jun 30, 2013 @ 4:48pm 

I treid to put that puzzle up on the wall so you could see it, but the lasers don't trigger the relays for some reason when i did that. I supose i could elevate the puzzle, but then the laser would shoot out everywhere.

I'm not really sure how to make it more obvious. the antlines should help, but really the puzzle is trying to figure out that you need to depress 3 buttons to solve the puzzle
RealLifePudding Jun 30, 2013 @ 7:42am 
kind of good map, but at first it's really unclear of what the goal is. and the turrets are mean.[\spoiler] I think it was harder than it actually is, because it is not obvious what the buttons do. So overall a fairly easy map. I think you could make the map smaller
Mr.Johno  [author] Sep 2, 2012 @ 11:01pm 
Thanks wrathofmobius,

I have subscribed to your maps and will give them a whirl once i am back onto the game. I am glad you enjoyed it, I originally wanted the button puzzle on the wall, but the map maker wouldn't me me do that.

I do have a couple of other maps you can try if you like. I would be interested to hear your thoughts on them.
zyzzyx Sep 1, 2012 @ 10:09pm 
Nice chamber! The puzzle was well-designed, not straightforward but easily executed. I think the 4-button room could have been a bit easier with better antline connections but unless you're willing to crack open Hammer there's not much you can do about that. Also, it was one of the best-looking PTI-made maps I've seen - the portalable and non-portalable walls were placed well for decoration, but didn't interfere with the puzzle.
Overall, I'd give it 4/5 for puzzle and 5/5 for aesthetics - 4.5/5 from me.
Mr.Johno  [author] Aug 5, 2012 @ 5:42pm 
Ah , Thanks Geneosis! I was wondering how you got the frankencube!!! I will try and fix this problem next time i am on. Thanks a lot fot the feedback :)
Geneosis Aug 5, 2012 @ 8:52am 
Nice chamber ^^ Not too hard but a bit challenging anyway ;)
If you want to prevent the "portal bump glitch", I suggest changing the white surfaces on the floor on one side of the fizzlers by black surfaces ^^
Mr.Johno  [author] Jul 7, 2012 @ 11:48pm 

I have made another, slightly more interesting map here, I would love it if you would provide me some feedback and let me know if i can improve it at all.

Catch and Kill by Mr Johno[url]