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I have released the third version of this map as a separate map, because it suffered some major changes in the first lift layout and I feel that both of them are playable (and because I like the track lift better than a funnel xD).
I don't know if I'll continue to update this version of the map, as the v3 will probably be the main one from now on.
Here's the link to the new map: http://steamcommunity.com/sharedfiles/filedetails/?id=75707725
And the change log:
Major changes:
– changed the first lift for a funnel
– added a faster backtracking route, should anyone misuse their portals.
Minor tweaks:
– made the necessary changes to accommodate the new funnel
– some connections have been removed or moved around, it order for all the antlines to be drawn on the map
I am aware of the uncommon vertical cube layout, if there were any better way to signal it, I would had, but the best I've been able to do is using the light strips to attract the player's attention to the ceiling hole....
I took your advice and changed the first lift for a timed funnel, it shouldn't give the same nightmare as the lift. However, I kept the last lift because the funnel does not give the same feeling as a lift slowing going through all the floors.
About the portal use across floors , I won't be changing it any time soon because it's that what makes the map challenging.
And for your last suggestions, I implemented both on the reviewed update I'll be releasing soon.
This really has potential to be a fantastic map.
Solving a floor at a time is great. The final trip past all solved floors is a superb idea.
I do say potential though, because it has some flaws. As others here have mentioned, the vertical cube on the first floor is not obvious at all. And not cube handling that is intended, nor really fun to get to work.
The time-based track is unfortunate, I triggered it the first time to see what it does, only to have it get stuck too short when going up. Took me coming here to figure out what I did wrong. I don't think I needed it more than once, so maybe just make that a tractor beam, saves you some item entities towards your full limit too.
The 45 degree angle across 2 floors I find is too obscure and breaks the habit of solving a floor at a time. Same with skipping that laser catcher until later. There are far too many ways one could get that wrong. And because I messed with portals on that next floor I wasn't even able to go back to the floor due to the laser field being up again. I do see that without that puzzle, it's a much easier map, maybe add some clues with fewer portable surfaces and make sure players can't get stuck moving portals later, or at least give them the option to move back and forth.
#F4F
Minor tweaks:
– moved some connections around
– made the fifth connection of the first lift more visible
Thank you for all the feedback. The fifth (last) connection to the first lift is now more evident, although it is not as straightforward as the other four are...
The screenshots have been updated to reflect the change, but the same won't happen to the video as the solution still is the same and only some visual tweaks were made.
Oh, I see, there is more objects linked to the elevator... Sorry I just fall in the elevator after activating all visibles ones, and I didn't found a way to go out of it ^^"
The elevator is working correctly, you need to do something with the laser in order to unlock it fully. (I couldn't place that last sticker near the bottom of the elevator, sorry!)
Just as with @rav2710, you need some vertical thinking in order to be able to complete the puzzle
The video is a 'step-by-step' tutorial solving of the puzzle, so if you only need help with a detail or in a certain part of the puzzle, watch the video until that part and stop the video, to prevent spoiling the upcoming parts.
There is a list of steps to solve the puzzle with the respective timing in the description box on YouTube
Tip: look up through the holes in the ceiling and zoom in. You might get inspired!
Major remake of the final part for increased epicness.
Other minor tweaks:
– general redundancy removal
– remodulation of antlines' paths
– added fizzler to avoid cube detours
– reflective cube repositioning
– moved the Companion Cube closer to the viewing glass
– increased floor separation