Love Is All You Need
10 Comments
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Bellirish  [author] Aug 10, 2012 @ 5:24am 
Challenge over, buttons changed, lesson learned! Thanks everyone for the kind feedback, and I'm glad you enjoyed it :D
cyrax Aug 9, 2012 @ 3:15pm 
Very good map. There's nothing I didn't enjoy, but I almost overanalyzed the third room, which it sounds like kexx did. I agree wholly with Stagger Lee. It might not be posh or visually interesting, but I think it's one of the best maps so far from GWJ. Nice one!
Bellirish  [author] Aug 7, 2012 @ 4:06pm 
Settle down Beavis! First, I can't make videos so you'll have to settle for screenies when I get a chance. Second, there is no "correct" way, but I have heard and tried out myself at least 3 different ways ... there's probably more :p
[GWJ] Kexx Aug 7, 2012 @ 2:50pm 
I really liked your entry. fixing that will make it an even better map. Also, please, for the love of all things sacred in this world, make a solution video. I´m dying here needing to find out how exactly was the correct solution to the 3rd room. :D :D
Bellirish  [author] Aug 7, 2012 @ 2:41pm 
This map was created for a challenge, and it wasn't until after I submitted that I realized the cube-shaped buttons were NOT the thing to use in the middle section. Once voting is over (8/8) I will be making the change and fixing that issue.
JPLjoseph Aug 7, 2012 @ 12:46pm 
easy to get stuck
Bellirish  [author] Aug 5, 2012 @ 5:27pm 
Wow, I can see why you would hate funnel hopping for the 3rd room ... not what was intended, I promise. There are actually multiple ways to solve each room ... I used light bridges (from the inner cube drops) myself for playtesting, but a couple of other ways I've heard it been done was bouncy gel and one enterprising person used bouncy gel with a funnel.

As for the central buttons, there is no way it shouldn't work, but obviously the universe is against me ... again. Good idea about weighted buttons, will be making the change.
[GWJ] Kexx Aug 5, 2012 @ 5:17pm 
I really liked the concepts going on. The architecture is cool and I liked being able to see the progression and everything at once. There are a couple of hiccups though.

I would change the 6 central buttons to weighted buttons. It doesn't look as cool, but in one of the instances the cube perfectly landed on the button in a way it couldn't fit the squared hole, and I couldn't respawn another cube. Either give each cube its dropper (though taxing on the item limit), or change them to weighted buttons.

Also, the third room...my god, the 3rd room. I hated it!! I sat there at least 30mins trying to figure out how to do it. I'm sure I missed the obvious solution, and instead I made it with climbing by rapidily firing the funnel portal above each time. It was tedious and I hated it. I don't know if that was the intended way to do it, but I doubt it. The rest was smooth and elegant, so I think I forced it.

Overall, I really liked it a lot!!! Great map!!
Stagger Lee Aug 5, 2012 @ 12:50pm 
A very nice map and one that is quite different from any of the others, which is awesome. Everything is in one room while still being partitioned into sections. There are a couple of ways to solve a couple of different spots which is also something I like in a map when it's made possible not using exploits. Very nice submission.
Omaha Aug 5, 2012 @ 6:41am 
Very cool concept / design. I really liked all of the puzzles tying together like they did.