Pure Intellect Part 1: A Lesson in Classical Physics
76 kommentarer
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Dante 20 feb @ 9:05am 
@Vince and Repeat
I really liked this map series, especially part 2. Fracture's map was good too, but I understand that this was the original.
Petutski 20 aug, 2014 @ 6:42pm 
Had me stumped at the end! So close! But a great map!
Ultiman9711 [A real laugh!]  [skapare] 12 apr, 2014 @ 10:30pm 
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 @ 2:38pm 
Ultiman9711 [A real laugh!]  [skapare] 5 jul, 2013 @ 8:38am 
It's not a time tunnel. All will be revealed in time.
Waffledoctor 5 jul, 2013 @ 6:56am 
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 @ 1:49pm 
chrismowe 12 jun, 2013 @ 10:59am 
the design was 10, puzzles could be a little more complicated.cool experience though
Crooow 27 apr, 2013 @ 6:33pm 
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 apr, 2013 @ 9:20pm 
I really liked it, nice maps!
wildgoosespeeder 4 apr, 2013 @ 12:37pm 
This a good Hammer map you made.
drew 27 mar, 2013 @ 8:19am 
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!
The Juke of York 24 mar, 2013 @ 12:33pm 
Great job with this test! Big improvement over sp_80's!
DanM 24 mar, 2013 @ 12:09am 
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 @ 6:37pm 
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 [A real laugh!]  [skapare] 12 mar, 2013 @ 6:23pm 
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 @ 6:07pm 
Why did you take this out of the [sp_80's] collection?
Kage_J 12 feb, 2013 @ 12:02pm 
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. ._.
Nera 12 feb, 2013 @ 7:36am 
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 [A real laugh!]  [skapare] 12 feb, 2013 @ 7:33am 
Fling yourself. Fling with the gel.
Nera 12 feb, 2013 @ 7:20am 
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 feb, 2013 @ 8:32pm 
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 [A real laugh!]  [skapare] 5 feb, 2013 @ 3:54pm 
@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 feb, 2013 @ 3:44pm 
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 @ 1:43pm 
Wow! What a change. A good change though. I didn't like the other maps.
Ultiman9711 [A real laugh!]  [skapare] 29 jan, 2013 @ 10:49pm 
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 [A real laugh!]  [skapare] 25 jan, 2013 @ 8:41pm 
The map has been updated to hopefully fix a bypass route I have seen people use.
Dante 24 jan, 2013 @ 2:22pm 
@Reiman. No it couldn't. It wasn't good enough. I'll give the rest of my feedback later.
Reiman 5 jan, 2013 @ 10:07am 
Very nice, could have been part of the original game! :)
kindcrocodile 28 dec, 2012 @ 9:19am 
Good job. 5.
MCA 26 dec, 2012 @ 6:40pm 
Custom elements eh? Nice!
Diamond Knight 25 dec, 2012 @ 6:32am 
This series was FANTASTIC!!! Make more, please.
Ultiman9711 [A real laugh!]  [skapare] 23 dec, 2012 @ 9:09pm 
Idk . . . I'll fix it later. For now, use F6 and F7.
srs bsnss 23 dec, 2012 @ 8:59pm 
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 [A real laugh!]  [skapare] 23 dec, 2012 @ 11:44am 
I KNOW how to make autosaves, it's just implementing them along with logic_autos that's difficult.
F2P GUBUS M1+W PYRO [DFS] R♣H 23 dec, 2012 @ 2:12am 
how did u make it?
srs bsnss 23 dec, 2012 @ 2:00am 
Autosaves are done by:
1. create a logic_autosave entity
2. name it
3. assign a trigger to it
4. ???
Ultiman9711 [A real laugh!]  [skapare] 22 dec, 2012 @ 5:50pm 
@ZombieLogan: With Science. And a keyboard.
『SR』XxSWAGNEMITE#YOLO420xX 22 dec, 2012 @ 5:25pm 
Mitch McWiggins 22 dec, 2012 @ 5:00pm 
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 dec, 2012 @ 1:25pm 
Quite liked it! :D
Ultiman9711 [A real laugh!]  [skapare] 22 dec, 2012 @ 11:01am 
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 dec, 2012 @ 10:45am 
Carpetbeater 22 dec, 2012 @ 7:53am 
great stuff!!!
=A0G=Justinian [0N] 21 dec, 2012 @ 5:43pm 
thank you. Just checking, because it didn't specify.
Ultiman9711 [A real laugh!]  [skapare] 21 dec, 2012 @ 4:49pm 
@=AOG=Justinian: At the end of the last one, you got into an elevator.
=A0G=Justinian [0N] 21 dec, 2012 @ 4:23pm 
where does this fall with the rest of the maps?
Ultiman9711 [A real laugh!]  [skapare] 20 dec, 2012 @ 6:24pm 
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 dec, 2012 @ 6:17pm 
How do you beat it the second way? I got the way where you go through the two doors after activating the cable ...
Ultiman9711 [A real laugh!]  [skapare] 19 dec, 2012 @ 7:42pm 
I'm working on re-making the first Part to be better looking. Part 6 will have to wait until probably January.