Εγκατάσταση Steam
Σύνδεση
|
Γλώσσα
简体中文 (Απλοποιημένα κινεζικά)
繁體中文 (Παραδοσιακά κινεζικά)
日本語 (Ιαπωνικά)
한국어 (Κορεατικά)
ไทย (Ταϊλανδικά)
Български (Βουλγαρικά)
Čeština (Τσεχικά)
Dansk (Δανικά)
Deutsch (Γερμανικά)
English (Αγγλικά)
Español – España (Ισπανικά – Ισπανία)
Español – Latinoamérica (Ισπανικά – Λατινική Αμερική)
Français (Γαλλικά)
Italiano (Ιταλικά)
Bahasa Indonesia (Ινδονησιακά)
Magyar (Ουγγρικά)
Nederlands (Ολλανδικά)
Norsk (Νορβηγικά)
Polski (Πολωνικά)
Português (Πορτογαλικά – Πορτογαλία)
Português – Brasil (Πορτογαλικά – Βραζιλία)
Română (Ρουμανικά)
Русский (Ρωσικά)
Suomi (Φινλανδικά)
Svenska (Σουηδικά)
Türkçe (Τουρκικά)
Tiếng Việt (Βιετναμικά)
Українська (Ουκρανικά)
Αναφορά προβλήματος μετάφρασης
My playthrough https://youtu.be/pskaudzPh9g
the Task Manager to kill Portal and restart it. This sort of thing has happened (rarely) on
other maps but it usually results in Portal crashing to the desktop rather than freezing.
this one before now. I'll have to thank LB's recent favoriting for bringing it to my attention.
A few observations after having read all of the previous comments:
I agree it's not a skills map, none of the moves are hard to execute, once you know
what's needed.
I managed to avoid being killed by the turrets although it was a near thing at the exit. :)
A very well-designed puzzle requiring the proper completion of the earlier steps in order to
complete the final part getting the funnel to the exit .
The final part was definitely the hardest of the puzzle. Finally realizing how to do that forced
me to backtrack in order to apply more gel, in the needed spot. Hindsight is a wonderful thing. :))
A definite thumbs up and favorited!
True, the funnel was the most challenging part, but that is also what made this one so fun. It was truly rewarding to reach the exit.
Maybe someday I'll see a puzzle from you where we get to use redirection cubes to destroy them. That's always been my favorite part of turret maps.
Sorry that the last room didn't do it for. The main puzzle is getting the funnel to the exit room and the last task after that shouldn't be much of a challenge. I didn't want that to be difficult logically but it should require a little bit of effort, not too much. So far it looks like nobody was stumped in the last room, this is the first time I hear a complaint about it. The last thing I added was the glass to protect the far turret. If the glass makes much of a difference to the player I could remove it.
Also I don't think it's a good idea making the last room the most deadliest when there are no autosaves, and luckily I did go "oh wow, better make a quicksave just in case", so the only thing I took personally was the handfuls of bullets. And the auto saves can be unproblematic if they're placed in places where nothing is variable like right after walking through a required fizzler or right before you reach the last room and player has the funnel with them without question.
Personally I think if you got rid of the last room the whole test would be pretty much perfect anyway.
What kind of ninja moves did you perform in the last room? There are two options, one of them should be acceptable. Since all the turrets to this point were obstacles but unlikely to kill the player I found it adequate to make the last room more threatening. It's almost safe to say that everybody dies once in the last room, don't take it personally. I understand that this would be annoying if you didn't quick save up to that point though.
The thing i loved most though is how the chamber is layed out, you can always go back if you need to, so no trapping, and it looks fair too...for a Beemod map. :p 8/10
Wish I could create a map like this. And I have tried. Its not that simple though -.-
-Recommend for those who are looking for medium difficulty
https://www.youtube.com/watch?v=T5EoLTPpTxE