Pure Intellect Part 1: A Lesson in Classical Physics
74 comentário(s)
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Ultiman9711  [autor(a)] 12 de abr às 22:30 
Oh hai Mark. Remember when I made this map and nobody gave a shit, but then Fracture makes a map with the same concept and everybody loves it? Well, I'll have you know that THIS. CAME. FIRST.
Happy now Jeff? 2/nov/2013 às 14:38 
Awesome!
Ultiman9711  [autor(a)] 5/jul/2013 às 8:38 
It's not a time tunnel. All will be revealed in time.
Dr. Toaster Waffles 5/jul/2013 às 6:56 
I liked these maps, the only problem I have with them is that you presumably meant to make a "time" tunnel, but really it's only a transporter. If it were a "time tunnel" then it would take you back to old Aperture, but before it was abandoned and it would have people working there and such.
Sorry, I just notice things like that a lot. :3
Grasshog 4/jul/2013 às 13:49 
I LIKED IT!!!
chrismowe 12/jun/2013 às 10:59 
the design was 10, puzzles could be a little more complicated.cool experience though
Salsander 27/abr/2013 às 18:33 
Allright map. The design is nice, but the puzzle didnt neccisarely feel clever, just more of the same puzzle mechanics. It's nice, but a little too easy and predictable.
pyrate23 6/abr/2013 às 21:20 
I really liked it, nice maps!
wildgoosespeeder 4/abr/2013 às 12:37 
This a good Hammer map you made.
drew 27/mar/2013 às 8:19 
Love these older maps but had two issues. The cube in the protected area got stuck deploying and I couldn't get it out. Second, I misaligned the jump and landed in the water two feet from the railing. Thanks for the cool map!
{IET} The Archduke 24/mar/2013 às 12:33 
Great job with this test! Big improvement over sp_80's!
DanM 24/mar/2013 às 0:09 
You can bypass a good portion of the test.
After going through the "time tunnel" and you're on the railing, you can jump down on top of the roof, go to the corner, and shoot over past the first level. You can then jump down and bypass the first gel test. Then, from there, you can shoot down to get the white gel, shoot to the angled area, and bypass to the last area.
Starlight Fox 12/mar/2013 às 18:37 
Oh. sp_80s wasn't too bad! Better than what I can make with Hammer...I'm not even sure how to use Hammer!
Ultiman9711  [autor(a)] 12/mar/2013 às 18:23 
sp_80s was terrible. So I'm doing a new series with a proper story and better visuals. I'm splitting up Part 2 to make it better and improve vis.
Starlight Fox 12/mar/2013 às 18:07 
Why did you take this out of the [sp_80's] collection?
Kage_J 12/fev/2013 às 12:02 
Very cool overall! The only problem I encountered was that the button you have to pick up and put back in the wall got stuck behind the button casing thing, and I couldn't get it back, so I had to go kill myself and start over and just be more careful. ._.
Ruki :3 12/fev/2013 às 7:36 
hum? I didn't need it to finish the test, that's what I mean. I'm just saying because maybe It wasn't supposed to be able to finish it without using orange goo.
Ultiman9711  [autor(a)] 12/fev/2013 às 7:33 
Fling yourself. Fling with the gel.
Ruki :3 12/fev/2013 às 7:20 
It looks like a very interestng map but I dod't feel like there was a real puzzle by the end. What was the orange goo for?
Seji-Evan 10/fev/2013 às 20:32 
Awsome maps, i'm just a little disapointed with the lack of finishing in some places (misaligned textures and little gaps btween some brushes and models)... and the fact that in this maps probably was not used the hammer full compile... but overall it's pretty fun and managed to get really interesting in the end =)
Ultiman9711  [autor(a)] 5/fev/2013 às 15:54 
@Spooky: Glad to hear that you enjoyed it. If you haven't already, be sure to check out Part 2: A Lecture in Reanimation. I'll be taking a little break from mapping, but Part 3 won't be far away!
Spooky 5/fev/2013 às 15:44 
Spirit of Adventure! I never knew what to expect around every next corner. After a very attention grabbing intro, you do a little cheeky (and very traditional) puzzle like that one. Great! Then you just keep bringing on very well balanced puzzling with great little treats along the way.

Class, pure class.
dante 30/jan/2013 às 13:43 
Wow! What a change. A good change though. I didn't like the other maps.
Ultiman9711  [autor(a)] 29/jan/2013 às 22:49 
Alright, I'm going to be making a few rearrangments with this series. Soon, this map will be Part 1, everything else will be [REDACTED] and "Part 6" will become "Part 2." I've got some brand new story elements to show y'all, so stay tuned!
Ultiman9711  [autor(a)] 25/jan/2013 às 20:41 
The map has been updated to hopefully fix a bypass route I have seen people use.
dante 24/jan/2013 às 14:22 
@Reiman. No it couldn't. It wasn't good enough. I'll give the rest of my feedback later.
Reiman 5/jan/2013 às 10:07 
Very nice, could have been part of the original game! :)
kindcrocodile 28/dez/2012 às 9:19 
Good job. 5.
MCA 26/dez/2012 às 18:40 
Custom elements eh? Nice!
Diamond Knight 25/dez/2012 às 6:32 
This series was FANTASTIC!!! Make more, please.
Ultiman9711  [autor(a)] 23/dez/2012 às 21:09 
Idk . . . I'll fix it later. For now, use F6 and F7.
srs bsnss 23/dez/2012 às 20:59 
Do they have to be used with logic_autos? They've worked fine with me without needing anything other than something (trigger_once, puzzle element output, etc) to trigger it.
Ultiman9711  [autor(a)] 23/dez/2012 às 11:44 
I KNOW how to make autosaves, it's just implementing them along with logic_autos that's difficult.
Devil Pyro 23/dez/2012 às 2:12 
how did u make it?
srs bsnss 23/dez/2012 às 2:00 
Autosaves are done by:
1. create a logic_autosave entity
2. name it
3. assign a trigger to it
4. ???
5. PROFIT!
Ultiman9711  [autor(a)] 22/dez/2012 às 17:50 
@ZombieLogan: With Science. And a keyboard.
DeadPool27 22/dez/2012 às 17:25 
HOW DO YOU PLAY IT???!!!!?!
Mitch McWiggins 22/dez/2012 às 17:00 
Awesome. I would never have figured out the door activation at the very, very end had I not looked at these comments. I was stumped. Thanks, great map.
Tap2 22/dez/2012 às 13:25 
Quite liked it! :D
Ultiman9711  [autor(a)] 22/dez/2012 às 11:01 
Cave Johnson here! Now, we've been getting some incidents involving people jumping off catwalks. Now, those stick-gathering hobos that we've been getting don't matter to us. What matters is the lab boys staying alive. So, we're adding "Aperture Brand Suicide Prevention Rails" to every area. Oh, and about that gel leaking from the pipes: it's lethal. We don't know how, but jumping in it gives you radioactive tumours [which we can scoop out but it's expensive]. Cave Johnson, we're done here.
Metzger Ben | GER 22/dez/2012 às 10:45 
Carpetbeater 22/dez/2012 às 7:53 
great stuff!!!
=A0G=Justinian [0N] 21/dez/2012 às 17:43 
thank you. Just checking, because it didn't specify.
Ultiman9711  [autor(a)] 21/dez/2012 às 16:49 
@=AOG=Justinian: At the end of the last one, you got into an elevator.
=A0G=Justinian [0N] 21/dez/2012 às 16:23 
where does this fall with the rest of the maps?
Ultiman9711  [autor(a)] 20/dez/2012 às 18:24 
Before that, at the Conversion Gel area. You can activate the speed gel pump, or you can jump down from the building onto one of the dock buildings.
GLaDOSproto 20/dez/2012 às 18:17 
How do you beat it the second way? I got the way where you go through the two doors after activating the cable...
Ultiman9711  [autor(a)] 19/dez/2012 às 19:42 
I'm working on re-making the first Part to be better looking. Part 6 will have to wait until probably January.
daloboy 19/dez/2012 às 19:37 
Great vintage felling in this one! Very well done!
Please try mine and comment! Thanks.
Deli73 19/dez/2012 às 13:07 
Oh, i almost forgot, in the luminescent blue tube you fall through for a few seconds, you can shoot portals on the walls, which ruins the effect. I suggest eitehr temporarily taking away the portal gun or cahnging the texture...