Portal 2
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01. STR1KE! [StrangeTest 01]
   
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10.706 MB
9 mag 2013, ore 16:50
19 mag 2013, ore 6:03
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01. STR1KE! [StrangeTest 01]

Descrizione
I hope this has become a nice course. It's my first one.
Please give it a try and tell me what you think. Was it challenging enough? Did you manage to find any new shortcuts that I should remove? Or did you get lost for hours? Most importantly, did you enjoy it?
Thank you for any constructive criticism ;)

Thanks for helpful comments:
Jade BGE
Nube52
Keep those comments coming on this map everyone: was it fun? was it hard? did you find any shortcuts?
I appreciate your input!
17 commenti
Dr. Strangelove  [autore] 16 lug 2013, ore 10:06 
Thank you UFS FrostGiant, glad you liked it. I've had some trouble running Portal 2 lately. So much that I've feld fed up for some time with this game. If I ever solve the issue then your map will be the first I'll give a go! :)
FrostGiant 10 lug 2013, ore 13:50 
Very well desinged and enjoyable map,liked it.Maybe u can check out my newest creation
http://steamcommunity.com/sharedfiles/filedetails/?id=157214765
Dr. Strangelove  [autore] 27 mag 2013, ore 23:04 
That is their job :-) Did you finish the map?
You're going to have to kill the turrets before they kill you.
Dr. Strangelove  [autore] 25 mag 2013, ore 13:23 
For those of you who have trouble playing this map till the end: I have posted the intended solution on youtube: here
Dr. Strangelove  [autore] 20 mag 2013, ore 5:15 
additions, not addictions ^^
Dr. Strangelove  [autore] 19 mag 2013, ore 6:16 
Thanks again for your further comments Nube52: I made some more changes based on them.

The glass door will now stay open. I've made some more addictions like an easier way to get to the start of the first ligth bridge, added a glass wall and changed the timers on some more switches, making it harder to get yourself killed. :) Changed the sphere to a companion cube.

After making them less dangerous, I did keep the lightbridge and the faithplate at the start to retain the linearity (if that's a word) of the map: it's a one-way route that will get you warmed up for the other puzzles.


Overall some changes that I hope will make it a little bit easier, a little less deadly and thus a bit more fun. :)

Of course I would still love any further observations from you or any other players!
Nube52 18 mag 2013, ore 21:11 
OK! got to the very end having fun (nice recent fixes BTW) and died at exit. So more observations: The light bridge just below the entrance it is IMHO not required if you use it to go to the faithplate that plate will shoot you to near the ball holder in the elevator area and you will likely slide into the water. Take this bridge and faith palte out, it's easy but tricky enough to get to that area by sidestepping out a portal above the faith plate that takes you to the orange gel area . So I get to the end leap into a blue funnel from glass bridge, activate the glass door, the exit is open by now, get on the faith plate it shoots me across the room another plate shoots me to the open glass door which promptly closes and ...I die. Maybe make timer on the glass door to be infinite no need to impede the tester at this point, any more. Overall a fun but strange room in need of another tweak or 2.
Dr. Strangelove  [autore] 18 mag 2013, ore 15:29 
Okay, I made a change at the spot where you got stuck, and also changed something else a little further where before, a little mistake would lead to a quick death. Players will now there ( at the orange gel ) be able to fail as many times as they like (although they will not be likely to). :)
Keep those comments going people. I want to make this map as good as I can. Thank you.
Dr. Strangelove  [autore] 18 mag 2013, ore 4:45 
Hi Nube52,
Thanks for your comments. I appreciate it!
I was hoping for the satisfying feeling that should come with getting rid of all turrets :)
Indeed there is that part of the map where timing is essential. However, completing that part too slowly should probably not be punishable by death :D I will see how I can solve this, maybe somehow return 'latecomers' to an earlier point in the map. And/or prolong the time you have to continue at that spot. I'll get back to you on that.
Thanks for your constructive criticism, and I'm glad that you had fun too!
Nube52 17 mag 2013, ore 23:15 
Tried again got much further. Eliminated every single turret which was satisfying only to get to the top of a popped up stair case with a cube in hand, ride a small elevator lift and realize I was in a get stuck point with no portable surfaces close by to enter safely without say a risky jump against a wall boredewred by goo 1 or 2 cube widths away Likely there is a sequence or speed sequence to get to this point and not get stuck but I see it as a get stuck point which is sadt because I was having fun. Maybe think of how to retain puzzle integrity but remove this get stuck point.