605 ratings
Funnel Fundamentals
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8.049 MB
Aug 1, 2012 @ 10:58pm
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Funnel Fundamentals

A brief map that introduces a novice player to Excursion Funnels. Created for the 2012 Digipen Summer Workshop Game Design class.
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wildgoosespeeder Jul 18, 2014 @ 7:15pm 
A short map. Also I find blocking the exit door kind of crude when you can just open/close the door instead. OK test to me.
mikemoody Oct 1, 2012 @ 10:26am 
Hey I liked it, thumbs up. I had no problem with the flip panel. Worked like a charm for me. Thanks
machmanx Sep 20, 2012 @ 5:26pm 
Waaaay too easy. At least make it longer.
Miami Mike Aug 13, 2012 @ 6:39pm 
If you don't get the cube out of the funnel in time, it jams the flip panel. You can fix it just by eliminating the other flip panel above the funnel projector, which isn't needed, and instead connect the pedestal button to the cube dropper so that you can fizzle the stuck cube and get another one.
Jade BGE Aug 9, 2012 @ 3:14pm 
I liked this. It took me a minute or two. I'm not very good at thowing..... my aim you know. I hope that was the solution. Great job.
crowbλr Aug 8, 2012 @ 9:17pm 
difficulty 1/10. design 9/10
Way too easy
Stylish Tequilla Aug 8, 2012 @ 8:16am 
Quite challenging mate. Keep it up!
ajar Aug 7, 2012 @ 11:12pm 
Simple and very explanatory not only how to use them in playing, but building a map as well. I've played a lot of maps where funnels are either only for decoration or used too extremely (e.g. for climbing and such). Perfect little map :o)
Tony Kanoli Aug 7, 2012 @ 5:42am 
Great puzzle. I didn't notice that portal surface above the tractor beam at first, making me think it was much harder than it actually was.
Mr Vapour Waterhandle Aug 5, 2012 @ 3:46am 
Although obviously very easy for anyone who's finished the singleplayer campaign, I thought this was an excellent tutorial. I particulary liked (not even sure if it was intended) the cube blocking the flip panel. It doesn't seem like a design choice most Portal level creators would make, but it makes sense in a real life logic kind of way: something's jamming the gears, so get it out. The light bridge seemed a bit redundant. It seemed to be there to signal that you can't go across with the switch not pressed, but I think that's conveyed by it being impossible anyway with the flip panel being down not allowing you to portal the beam to go through, which is what that part seemed to be teaching anyway.