Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Overall, it has potential, but it still has some bugs that need to get ironed out.
I had to pay this another visit, to see what happened to the turrets.
nice :)
I also did the rest, without the exploits mentioned previously.
not sure if I did all as intended ?
in 1st chamber, I throw the cube up into the funel.
in bouncy gel chamber, I passed the cube out of a portal, with gratting covering it.
in the turret room. I saw the antlines from the 1st cube button, went up on top of a tile.
while placing the cube on the button, I was looking there, to try & see what it did.
instead of at the turrets.
so I missed the action.
I suggest a slight update.
to cause player, to look in the direction, of the turrets. for full effect.
eg. show antline going behind turrets. connect to something. even if item out of sight.
just to get the player to look in that dirrection.
don't show existing antline. which gets player (me) looking the wrong way.
your map, your choice, of course.
still had fun
I played the first 2 floors again because I thought I could solve them in unintended ways. On the first floor to get the cube out of the room I did not do it by rising up to the ledge. I simply stood outside the door while the fizzler was off and shot a portal under the button. Then when the cube was in transit I shot a portal to bring the cube up to its receptacle.
On the 2nd floor, there are several ways to get the cube out of the cage, and some don't involve the player entering either cage. The way I tried this time was getting the cube to bounce around its original cage until it found a portal to the other cage, then bounce around in there until it found the opening. This method is not elegant, efficient, or for the impatient.
If you like a battle against turrets, you should try my map Star Trek Part 2 - The Borg
And here are some more with turrets:
Star Trek Part 1: The Enterprise
CompactTestChamber16: Cerritus Persulto
GLaDOS easy tests
Thanks and see your around.
On floor 3 there is a franken blocked by the lightbridge, that starts to walk after the lightbridge is deactivated by the cube. When it hits the laser, one part of the turrets are killed by the laser and the others by the flip panels / flying through the air..
Actually this is not really a puzzle but more for the show. Unfortunately the franken is difficult to see because of the lightbridge (I should have made this part better visible). Most players didn´t see him and therefore were surprised by the sudden death of the turrets.
I liked this! Multiple floors was a good layout; fairly simple. Hope to see more from you.
... gonna start playing your collection!
If you have time, here's my latest . It's more silly than difficult but it requires some moves that are less commonly found.
If you liked this one, I´d also recommend you to play my new map "RoomExperience: TheLaser":
http://steamcommunity.com/sharedfiles/filedetails/?id=150997109
My escape-themed chamber, "The Oubliette", is large and quite difficult, with deadly traps:
http://steamcommunity.com/sharedfiles/filedetails/?id=140319013 . No beginners, please.
Here's my last one! Please rate and comment. Thank you Zoraya.