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- Major changes and enhancement to the stairs chamber.
- Lost your Companion Cube at the Exit? Added a shortcut at the Exit.
- Tired of walking around the shortcut? Added Faith Plates to speed things up.
Screenshots to be updated soon XD
no portable area there is needed.
so you could delete the flip panel & rail platform, then add the funel.
or leave flip panel & have the interuption of the last laser activate it.
you could portal their & delete 2 stairs.
this would put more variety into the map.
as although you point out the importance of not loosing the companion cube.
sliding off the rail piston is out of their control.
as your design gives them no choice, but to put it there.
& I have rushed around to retrieve it, but no cube.
I use quicksave, so no problem for me.
but others may not, & may negativly rate your good work, because of it.
would be a shame.
"Failure to escort your Companion Cube to the Exit or having curiousity will have dire consequences.
In short, DO NOT LOSE YOUR COMPANION CUBE!!!"
I can add in the F6 into the details anyway lol
the flip panel, activated by the pedestal button.
successfully stops exploit of skipping areas between here & the start of this map.
but I never needed it.
turrets better, but very easy.
cube sometimes slides off rail platform & is destroyed.
not being player error, this is bad.
perhaps mention quicksave-F6 in the description & why.
http://steamcommunity.com/sharedfiles/filedetails/?id=121292985
I have another idea for a new map using companion cube. Just need some new inspirations lol
- Replaced antlines with signages for the stairs. (Also due to the maximum item limit)
- Added the Flip Panel at the end of the stairs.
- Added a few more turrets and widen it's target range. (Basically making the place more spacious)
- Companion Cube dropper will only drop whenever you pressed the button.
- Added Grating Pane to prevent accidental falls into the Goo pit. (It's for the turrets, not for you)
the update is good.
can no longer portal to laser room :)
but just noticed another exploit :(
you can by-pass all the stairs:
before putting the cube into the 1st laser, look up to the piston.
their is a portable cieling there, which you can portal to. by-passing the lasers & stairs.
it took me all this time to spot it as well, so don't feel bad.
I just had similar feedback on 1 of my maps.
- Raised the ceiling in the laser room.
- Re-positioned the laser emitter and catcher that is responsible for opening the panels to the next room and added laser grill to prevent access. (It's a loophole previously which I just noticed it.)
- Added glass panels for the companion cube pathway.
this way, you don't mess up your currant map.
or with your currant map, select the save as command.
you will see 2 versions, your currant published version
& a local version,
the local version, you can experiment with, without messing up your published version.
but you will have to duplicate the changes you are happy with,
in the published version.
if you publish the local version, it will be published as a seperate map,
with a different link to it, & no comments from other version.
hope this helps.
you could have a fizzler anywhere between the portable area & the entrance the rail platform takes the cube to, as long as it does not touch the cube.
turning it off, could be another puzzle, or put a pedestal button to do it.
or alter rail platform route, so you can't see portable area from other side of laser field.
or portable areas seen from other area, could be flip panels, that you turn portable when in laser room.
or make the area your sending the cube from higher, so you don't see the portable area,
& you drop the cube onto the rail platform, just beneath you.
etc.
your update to stop exploit of getting 2 cubes works :)
their is a portable area in the laser room, that you can use & avoid using the track piston, to take the cube through the laser field.
http://steamcommunity.com/sharedfiles/filedetails/?id=119017027
fire 2nd portal here:
http://steamcommunity.com/sharedfiles/filedetails/?id=119017119
then push cube through:
http://steamcommunity.com/sharedfiles/filedetails/?id=119017170
also you can just ignor the turrets & pass before they can kill you.
if they could see you sooner, it may sort ?
possibly put glass where walls presently are ?
would need to test, to be sure.
http://steamcommunity.com/sharedfiles/filedetails/?id=119017219
I hope you find this helpfull.
don't be discouraged, as I re-test my maps & update more times than I can remember.
then when published, the feedback comes & the testers often find things I missed.
it is all part of the learning process :)
- Remove portal surface around the Companion Cube Dropper. (I still don't how mood3rd got 2 cubes from it but anyway it's fixed lol)
you hold in neck of cube dropper & as replacment cube drops.
you pull quick & 2 come out.
if timed wrong, dropper will never drop a cube again.
would have to re-start map.
can fix by stopping access to the neck of the cube dropper.
notice portal placements in screenshot I used.
make non-portable, will fix.
http://steamcommunity.com/sharedfiles/filedetails/?id=118789198
though it does not matter in this map if you get 1 or 2 cubes.
- Changed the title name (There's no more secret passage, just shortcut back to the start.
- Raised the Companion Cube dropper and the ceiling of the starting area.
- Removed 2 laser emitters and catchers and re-conenct 2 stairs to 1 laser emitter and acatcher each.
- Removed portal surface after passing through the first Emancipation Grill.
and I have subscribed to your turret maps. So I will play them when I get home lol
I know what you mean about 1st maps.
I have done major updates to mine as well.
comments from people who play our maps help us improve.
but always decide for yourself, if you think they are right, as no one is perfect :)
drop to faithplates & faithplate ride good.
the stair deployment, while taking my cube with me was good.
slightly repedetive, to me I would suggest only using once or twice max.
having an separate route for me & the cube was good.
their was separate areas I did not go, so can't comment on that.
I hope this helps you with your map building :)
please play my map:
simple turret problem 2
http://steamcommunity.com/sharedfiles/filedetails/?id=80012838
you will see different methods to kill turrets.
some part of each method has to be used by you to solve this map.
so be observant.
remember F6 quicksave.
enjoy.
http://steamcommunity.com/sharedfiles/filedetails/?id=118575170
dropping cubes down through laser field, to faithplate:
1st attempt, destroyed both cubes.
luckily I had done a F6 quicksave.
2nd attempt: both went to exit area.
http://steamcommunity.com/sharedfiles/filedetails/?id=118575170
http://steamcommunity.com/sharedfiles/filedetails/?id=118575565
I thought you might like to know:
if you have the cube dropper low, their is a bug in portal,
where by you can get 2 cubes.
does not matter on this map, but something to keep in mind on future maps.
just raise, so player cant grab cube, while in neck of cube dropper to fix.
http://steamcommunity.com/sharedfiles/filedetails/?id=118574021
your rail system, can be circumvented, by using portals to send cubes to far area.
to fix, just make area past laser field non-portable.
http://steamcommunity.com/sharedfiles/filedetails/?id=118574138
http://steamcommunity.com/sharedfiles/filedetails/?id=118574261
http://steamcommunity.com/sharedfiles/filedetails/?id=118574324
http://steamcommunity.com/sharedfiles/filedetails/?id=118574745
http://steamcommunity.com/sharedfiles/filedetails/?id=118575023
- Re-modelled the stairs and laser chamber.
- Added more portal surfaces and lights
- Secret passages has been reduced! (Yes, no more traps.)
- Removed panels that are covering the secret passages.
I will heed most of your advice reserved some for my upcoming designs. But I will mainly try to re-design the maze to make it look less complicated.
The original idea of the maze is for the benefits of able to retrieve the companion cube back in case if you lost it and there's no turning back through the main route.
Much thanks for your feedback and compliments.
-Moar portal surfaces! I cannot stress this enough, a map with portal surfaces only where you're supposed to place portals is on rails. We don't even need to think, just brainless place portal where you can.
-Maze. Poorly lit too.
-The part with the pit of goo and all after you were past the first part, it was clever, but in the future, try to make your emancipation grill more visible.
-Big. And by this I mean WAAAAY too big. Remember, bigger does not always mean better.
-Companion cube chambers are not completely bad, but again, they're usually overextended. A good companion cube test chamber isn't too small, but not too big either.
-Crossroads are bad, especially when they're a one way trip and even moreso when there is no indication of where to go.