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Докладване на проблем с превода
Sounds like you did it wrong (and I know of this anomaly, which I have no way to fix at this time). You are supposed to get up there to place the cube onto the button, which is the easier method.
The second one happens if you try to swap the cubes and force respawn the laser cube. The idea is to have the both cubes on the side where you first enter the chamber out of reach of the funnel. The second one you really have to go out of your way to do it but the trap exists because the laser field that gets disabled. I know the simple solution to prevent that trap but, at the time, I didn't want to attach a button to the regular cube dropper to ensure that the player has access to a cube because it looked sloppy at the time to me.
I know of some authors that do decent to good work using the in-game editor. Check out my favorites:
http://www.steamcommunity.com/sharedfiles/filedetails?id=378738534
You don't think I know that by now? I completely understand that Hammer is the ultimate map maker for any Source Engine game, but I am in no position to learn it right now and I also feel that if I start using it, I may take Portal 2 more seriously than I do now. I don't want Portal 2 for me to become something I don't want it to turn into. You do you with Hammer. Me doing me, I'm fine with just the in-game editor and seldom assistance from BEEMOD and BEE2 assets (magnet portals and that antline manipulator object thing found in many RedSilencer maps ).
I know where the trapping occurance is too. There are two, in fact. I can fix one of those for sure but the other one is kind of hard due to the nature of the in-game editor generated maps. Best case scenario is to "noclip" to fix the trap for now. Just don't cheat too much.
The noisy platforms, I was at a point where I didn't like using unportalable light bridges for crossing gaps because I thought that kind of configuration was a waste. I now know better that it is cleaner and I am more comfortable doing such things, like in my Confused, Ideas, Deadly, and Gelly maps (and even my friends-only Hang test). I also had to use a light bridge in this map for the turrets to sit on because they weren't high enough for the laser slice maneuver.
The area with nothing at the exit is an anti-trap. Try to guess how one could get trapped before I introduced that area. ;)
They should by the use of a mouse icon below the thumbnail.
Still good, of course.
The laser cube is hooked to a pedestal button. Just reobtain easily. The regular cube can still be grabbed, even after you finally reverse the funnel direction.
I have thought about fixing not being able to readjust the laser cube on-the-fly but couldn't find a clean way to do it.
Let's see if this edit fixes the problem (maybe)...
Heh. I get that from many testers. I need to figure out how to get future starters to look where the antline leads to better...
http://www.youtube.com/watch?v=HC5Qw9lfefA
Don't feel stupid. Your harder version puzzles made me feel stupid at times. It's all part of the test chamber solving and test chamber creation processes. :P