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Αναφορά προβλήματος μετάφρασης
The reason why I put a whole in the wall where the player needs to funnel-climb is because you can use the glitch where you put 2 portals next to one another to gain access to the other side of the glass. An alternate solution could be pulling the wall on the other side of the glass a tile backwards I guess.
I don't think that getting the weighted cube is that messy when taking XLR8br's/the intented way. Maybe a bit messy, but the level is a bit about stretching what you can do with a funnel anyway (in this case, moving yourself from the center to be able to shoot the wall). The second pedestrial is intended to be pressed after inverting the funnel direction. That makes it a lot less messy than the method shown in the youtube movie.
Thanks a lot for the comment! I do know what you mean, but I'm not sure what exactly to change without making the puzzle messy in some other way, or making some parts trivial. Any concrete suggestions are welcome :)
In short: The core of the solution was great, but some intermediate steps were mere technicalities the level would have worked without.
I prefer to have one central idea to a map that is presented as clean as possible (i.e. with as few objects as possible). In that sense the chamber could have been purer, but thats just a minor and very personal concern.
I also like your discussion. Good idea.
Thanks a lot for playing and commenting. It is indeed a trap-free map, and as far as I know, I made sure that it is impossible to get in a situation where restarting is needed.
The beginning should be somewhat linear: every button you press grants you access to exactly one new thing. I tried to make as clear as possible exactly what the buttons do, and tried to design the level in such a way that it is clear what ingredients you are working with. Getting to the exit after pressing the final button is probably the most difficult to figure out, but it is possible without using any glitches or anything. This is where you're stuck andymac24?