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
Good job !
https://www.youtube.com/watch?v=ggX6ZuvCoow
I had failed to see the importance of opening that panel under the funnel.
Thumbs up!!
Anyways pzerortalmaster, I like the highly detailed bts areas, it show's off everything!
Projected texture is nice, you are capable of nice looking.
Very very nice visuals pzerortalmaster, thanks for creating, thumbs up and favorite.
http://www.cs2bus.com/sharedfiles/filedetails?id=492372314
At first glance it looked very complicated due that everything is placed basically everywhere. Though on second though, it felt like a expedition through the map, showing where is everything until showing where is the end spot and than from there a player can start solving the puzzle, a neat touch for a big map.
Haven't noticed anything that bad about the map ( if it had any ), besides the cube trouble problem (which i had to re-load my save few times due of the glitchy cube, ether not connecting or just magically moves away from the button).
And... didn't used the second lightbridge, have no idea what it was supposed to be used for...
Great work, really well done. Congrats.
Hopefully my next puzzle won't be so punishing.
Layout: VEERRY confusing at first - there are 3 areas with so many things in them that I couldn't tell wich puzzle element is where. it got clear in my head just before I solved it.
Puzzle: I didn't expect much, I thought that it's just another pointless mix of many test elements
(because you have a funel, 2 lightbridges, many buttons, 2 cubes, a laser, stairs, fizzlers etc.).
So it was as challenging as I expected, but it was 5 times more satisfying to solve. Nicely done! Still though, it's a shame that if you put the cube a bit to the left/right at the end you have to start all over. I'm lucky that it didn't happen to me, so it was even more satisfying. speaking of which...
Related-ness(?) to the competition: Great! Amazing! Awesome! You used the blind mechanic so well that when I passed that fizzler at the end... WOW! So satisfying! Again, the cube can kill the fun, but still. :)
(Also, it might not be acid, but instead a gaping but unseen fire pit or a spinny blade floor. Either way, I suspect one plausible reason to be that the player dies is because there's not enough time to go back up, retest, and save Aperture Laboratories.)
Though, if one wants to talk "authenticity", I remember many in the PWTI forums (thinkingwithportals) complained about that there was no option for "bottomless pits". However, if you think about it, test subjects are fitted with these "Long Fall Boots", making it virtually impossible to die from high heights, which means that you'd essentially survive "bottomless pits". Unless there's a large vat of acid at the bottom, but one never gets that far.
These are just some of my thoughts. ;)
Double blind action is perfect :)
Those are all very good changes! Since I chose a slightly different approach than RektorRocks in the end I've uploaded my playthrough for you to watch.
Now the only thing that's missing is other test chambers in the vicinity. I expect those within the hours ;)
@Innocentive, the truth is, if your cube got fizzled, in all likelihood, you got trapped. I was trying to find a good Wheatley line for the situation, but no luck. I'll try again.
But there were two things that I didn't like:
1. The weighted cube being destroyed when you enter the lower area is too far outside the normal Portal 2 puzzle mechanics. Even with Wheatley mentioning something about an idea the first time this happens it feels kinda tricking the player into doing something that he already did. Maybe it would be enough if the cube was removed from the button?
2. I feel that those "hidden" stairs are also kind of tricking the player into looking for solutions that I figure don't even exist because he/she potentially doesn't even know one elementary part of the puzzle. I wouldn't know how to fix that other than adding some signage or at least some hints. I think the tilted panel is not enough...
Other than that is was fun solving!
Playthrough video .
Some little small nitpicks though:
-The vactube smashing through the wall has clipping issues as well as some misaligned issues.
-As detailed as it already is, the background (the outsides of the test chamber) does seem a little empty. A little more test chambers would be great. :)
-The button that releases the normal cube is not really obvious. I know it's for Out of Sight, oh well.
-The normal cube should be a frankencube since it's Wheatley-themed, but it doesn't really matter.
-The lamp hanging model casting the projected texture (which is really awesome by the way) should have a glow.
Other than that it's one awesome map.
Thumbs up! :D