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Sorry about all that.
I will try to minimize the stuff running on my computer and see if that works. Like I said, I haven't played in months and something might have changed.
I appreciate your help and, if my plan doesn't work, I will probably say hi to you on one of your other levels.
I can't imagine that my computer itself won't let me jump over one panel just in this puzzle. Any other ideas?
BTW I do continue to push W while in the air, I know that helps most of the time.
Is there a trick or something? I have heard that crouching in air makes you go farther, (I have played the original campaign at least 3 times and hundreds of user created levels) but I have never gotten that to work. What's up with that?
I like to think of myself as a good player, though my reaction time sucks (so tightly timed puzzles are very frustrating to me) but what am I missing?
http://steamcommunity.com/sharedfiles/filedetails/?id=173406612
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.
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.
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!
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.
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!
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.
Can you please try one of mine? http://steamcommunity.com/sharedfiles/filedetails/?id=157770492
Great work as always - Thanks
I can't find the funel :)
spoiler screenshot:
http://steamcommunity.com/sharedfiles/filedetails/?id=167595109
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 :)