Conversation 2
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stormsend  [author] Sep 16, 2013 @ 6:17pm 
Thank you.
kimist108 Sep 16, 2013 @ 4:56pm 
Yes, indeed, I liked the rest. Am working on Childish one now. I can tell that Childish is going to be my top favorite for your maps, so far. Am in the last room.
stormsend  [author] Sep 16, 2013 @ 4:05pm 
It opened the panel allowing access to the cube. Also raised the glass panels to catch you when the light bridge shut off. Have to give up something to get something. Hope you liked the rest of the puzzle.
kimist108 Sep 15, 2013 @ 9:05pm 
Wished I had not pressed that pedestal button that got rid of the light bridge across the goo. Of course, I could have started over. Or did pressing the button do something that I didn't realize?
stormsend  [author] Sep 3, 2013 @ 2:05pm 
Thanks. Perfect.
Wonder Girl Sep 3, 2013 @ 5:03am 
Ok, I played it again, my solution here
stormsend  [author] Sep 3, 2013 @ 1:44am 
Major edit. This is a new game. If you played it before look out. Those easy shortcuts are gone.
stormsend  [author] Sep 3, 2013 @ 12:39am 
I thank you humbly. Most of my work is what I call Front Page Fodder meaning it will appeal to the majority of the low to middle experienced players. They are usually too easy for the more experienced. Occasionally I come up with a gem though. And you are the amazing one. I see from the video that I need to edit again. You skipped two of the more interesting elements. That's ok though. Now I see what needs doing. Thanks and keep looking for those gems.
Wonder Girl Sep 2, 2013 @ 10:04am 
Amazing chamber, my Blind Run and Run
UFS FrostGiant Aug 29, 2013 @ 10:27am 
This one is perfectly made,loved it.Can u try my newest
stormsend  [author] Aug 19, 2013 @ 1:22am 
It'll be our secret. Thank you for testing and making a video for me.
daloboy Aug 18, 2013 @ 8:59pm 
Hi stormsend! Don't tell .sheridan, but I personnaly enjoyed the previous version pretty much! I found intertaining the floatting effect! Here's my solution for this version, that was really fun too! Hard work and good puzzles! (at the end of the videoo, you'll see a small exploit)
.sheridan .vespo Aug 18, 2013 @ 3:02pm 
Oh, I forgot to mention, that I didn't use the light bridge at the white cube even once, because you can just fling yourself up to the lasers.
.sheridan .vespo Aug 18, 2013 @ 10:30am 
The map as gotten considerably better, but there is still a lot of room for improvement.

You should place a portal surface on ground level on the other side of the goo. There essentially is one anyway if you really think about it.

I don't like the new way of getting up on the catwalk, it is even more annoying than the last. Just use an elevator, stairs or no height difference at all (which I personally think would be best.

The stairs you put in front of the fizzler end in the air. I don't know where you come from, but where I live, that does not happen.

Instead of one block sticking out of the wall (at the lasers) you could rather move the entire wall inwards by one unit and then make the appropriate wall portalable. It serves the same purpose, but looks better.

Maybe try to make the blueprint of the map not a rectangle. For example the room with the companion cube could be much smaller in both horizontal dimensions.
stormsend  [author] Aug 18, 2013 @ 9:48am 
Thank you .sheridan.vespo. I am happy you enjoyed it. I have been editing and I now have a new map. Hopefully better.
.sheridan .vespo Aug 18, 2013 @ 7:47am 
The catwalks
I am absolutely certain there is a better looking layout to achieve the same thing you did with the catwalks. Having to use the gel splat to get up there and then jumping down into a hole in the wall is just so un-glados-like that it hurts my sense of aesthetics.

The design
Why use a pedestal button on the wall above a glass walk? Make it solid, and put the button on the ground. It unclutters the antlines and looks more natural.

If you remove the goo and everything related to it, you can also remove the biggest glass wall, which makes the room less separated and brings the puzzle closer together.

Your lighting is absolutely minimal, not in any way contributing to the feel of the room. Think about it, I believe you can do better!

Don't use a faith plate to get the player to the lasers, let him use portals. This is another thing you can only do, once you remove the goo.
.sheridan .vespo Aug 18, 2013 @ 7:47am 
The gel splat
As mentioned in the criticism about the goo-walking, this also is not the only solution to the problem at hand. And it also is not part of your puzzle, it simply is a (very annoying) way to reach a ledge. Get rid of it, and arrange the whole thing in a nicer way, please.

The portalable surfaces
In disagreement with DTKinetc I say that a map should always contain as many portal surfaces as possible (such that the solution isn't hinderd, or exploits become possible). There simply is no (imho) "nice minimalistic use of portalable walls." This design choice is always (imho) a bad idea.
This way you have only two places to put your two portals, where is the challenge? If you didn't want the player to have to think about the solution, why have you built the map!? Please let him search a little longer!
.sheridan .vespo Aug 18, 2013 @ 7:47am 
The laserfield
I am never a big fan of laserfields, and this one was clearly not necessary. A laserfield is ONLY necessary when you need a passage through which portals and objects should travel, but the player should not. This is not the case here. Use some other kind of obstacle. For example you could replace the ramp with stairs and only activate those when having the cube on the button.

The ramp needs to go anyways. There is not a single occasion in the campaign, where you use such a ramp with the purpose of getting on top of it, and that is because the stairs exist. Glados wouldn't do it, and neither should you!

You might have put in the laserfield to stop the player from lifting the cube from the button when standing on the ledge above it. This can be easily hindered by moving the button away from the ledge or vice versa.
.sheridan .vespo Aug 18, 2013 @ 7:47am 
The walking in goo part
Sure, you discovered something cool and you wanted to show the world. Good job, we are proud of you! But this does not belong in a puzzle! It feels wrong, it is not the only solution to any problem. You could just as easily have left out the entire bridge/goo/button stuff and the puzzle wouldn't change a bit, that is why it should not be in your puzzle, because it is not even part of it.

But most importantly: it violates the in-game logic. That is deadly goo, so even touching it should kill you!
.sheridan .vespo Aug 18, 2013 @ 7:47am 
The solution
It was interesting and not too easy. I would attest medium difficulty. Thumbs up!
I always like it, if you have to use parts of the puzzle multiple times to achieve the goal, that keeps it interesting and forces you to think.
Prototype Aug 17, 2013 @ 10:51pm 
Nice easy map. Didn't really like walking in goo, but apart from that the puzzle was simple.
DTKinetic Aug 12, 2013 @ 9:42pm 
Fun map; I again applaud your open-room design that definitely resembles the levels in the actual campaign. Nice minimalistic use of the portalable walls, and I liked the final move. Took me long enough to figure out how to get the cube past the laser field ;)

Can you please try one of mine?
Jade BGE Aug 8, 2013 @ 9:18am 
Great! I finally figured that one out. Sometimes I forget some of the little but very important steps that have been learned in the past for example (respawning a new block or it can be important which block you use and were) Thanks for the indication with companion cube as that is finally what allowed my synapses to make the connection. Also as to the walking in goo - this is the first time that worked for me. I tried so hard to do that in one of SkyRoots tests because that was involved in the solution but for the life of me I could not survive in the goo no matter what. I did here and it was fun.

Great work as always - Thanks
mood3rd Aug 7, 2013 @ 3:12pm 
I can't find the funel :)
spoiler screenshot:
very good map.
I would move the sideways light bridge nearer to the player.
even if it means you have to move the cube dropper-cube button & add another panel.
as it is, the light bridge does not protect the player,
so serves to give a faulse sense of security.
I deliberatly moved towards the light bridge & died.
if moved it closer to the player, it will keep them safe.
then when it is deactivated. they should have learned the safe area.
& they can still look at the light bridge emitters placement, for the safe area.
apart from that, the goo trap is as I visualized it, perfect.

I even liked the laser puzzle.
the way all the areas combine, to create the answer to the puzzle.
just the right size map & good views, to see all you need to, to figure it out.
fun & makes you think :)