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Rapporter et oversættelsesproblem
Hey thanks for playing and great job solving the puzzle. Really appreciate all the time and effort spent in solving it.
It took us about 3 Weekends and in total more than 24 h of banging our heads against the wall.
Awesome map! We loved it... and hated it... and now love it.
Thanks for sharing!
I now consider myself an advanced Portal Coop Player ;D
~ is MVP!!
By the way, my friend found an unintended solution. I recorded a video, you can watch it here - https://www.youtube.com/watch?v=QlZB2LR1sh4&feature=youtu.be
You have a huge talent and potential. And I'm looking forward to your new map. Thank you!
Thanks for this great map (the most complex and challenging coop I ever played, including my own maps, till now I thought, these were complex
We tried to solve the puzzle for several additional hours without success, paused playing and decided to change our strategy! Now we wanted to reach the next checkpoint and guess what? No success! On sunday we gave up (for this time), because my friend had to leave. But, as you might know, going to sleep with an unsolved problem in mind can be a fault. My brain got stuck in your map and didn't want to turn off! So I was lying in my bed thinking of how to get to the exit in your map! Sleep? Far away!
Brainteaser? Nope. Absolute mindfuck: yes.
btw: will you ever realize your spelling error? ;-)
I feel a bit violated
thanks for you comment, but I cannot say more than DrFauli because I am his P2 Coop Partner and gave up because those maps are tooooooooo complex for my little dumb brain. ^^^
So he had to finish it alone (see below)! ;)
But my *thumb up* is save.
What did you change?
About the tutorial thing:
Too bad the thinkingwithportals (TWP) community board is gone.
They had a lot of usefull stuff on almost all portal related topics.
Including map design and advanced help with hammer, texturing, scripting, etc.
When I was building my 'Bridge Building' map, the info on the site helped a lot to
get some ideas and advanced internals on map making and optimizing.
I also had help from 2 very good mappers that playtested the map several times for me.
The map still has a reference to the TWP community board, because how usefull it was.
It is sad to see it gone. So much information lost.
does very early and it is always clear how it works and when you have to disable it.
It actually is quite a clever way to achieve what you were aiming for without ruining the
entire map with more and more senseless elements that would confuse the players.
Raising the laser portal did not seem strange to me either, but I see why you did not
like it in comparison. It is still clear that there is a surface and how to use it and it
does not look bad or out of place, even if it is quite high.
About your spoiler-part: i totally agree. Took me long enough to figure it out and I liked
that move very much.
and a stable map with a good puzzle first. And only if I feel like the map deserves a
special design, I start using hammer for the actual construction from scratch, but by
looking at the blueprint to get the already working puzzle into a nice design.
But Hammer is really taking up too much time - even after you get used to it.
So I prefer the ingame editor (after creating or improving many prefabs for it with hammer).
My "Hakuna Matata", "Beyond Imagination" and the whole "brainteaser" map series were
all created with the ingame editor only. I did not edit any of these maps within hammer.
But the prefabs used within these maps were edited or created with hammer editor to speed
up the process of creating these maps and making it easy and fast to edit the maps.
even the side room next to the laser room was used twice - amazing
Took me quite some time to notice that you intended to use that room so early and I
only noticed it when the cube was on the button and the laser suddenly had
an important meaning to get the portals back in place.
All in all great Portal 2 brainteaser map with logic based puzzles and a non-linear
approach to the solution. I could not have solved the map without looking for the
possible smaller steps and the "big picture" in the right order - all combined. :D
moving the weighted cube from the triangle to the tilde button, by respawning
it with the reflector cube, still managing to keep the portal in the laser room was hard
and I got stuck right after that step, because I did not notice I had to do something
important with the reflector cube at this moment.
and also: moving the reflector cube from the triangle button to the tilde button
was very difficult to figure out. But when I noticed how to switch the players
and keep the portals open I was so happy and astonished that I did not see
that this move was even possible.
Took me around 13 hours in total, mostly because my head was stuck at my own
maps solution and because your map is far more complex than mine.
There are so many steps required to shuffle the cubes around - truely amazing.
I enjoyed that and was proud to figure it out in the end and after trying around
what is possible and what leads to a dead end. :D
The map is a good example for a true brainteaser:
- obvious and easy to execute puzzle-steps (but only in the right order)
- no hidden elements and only logic required to solve the puzzle
Really well done - love this map. Great work, thank you.
Now please start to improve my other maps or create your own brainteaser from scratch. :)
I want more great challenges and new maps to explore.
It is great to see the concept of my map in your improved and polished map.
I always hoped for someone to build a complex map, like I enjoy to do.
Because I wanted to solve a map, where I don't know the solution yet.
So yeah, thank you very much for working on improving my concept with your
ideas and adding more complexity to this map. I enjoy this a lot. :)
I also know how much time it takes to build a map and how annoying it can be
to get stuck with some engine related problems or even puzzle related brainfreeze. :D
So this 'thank you' is here for you to know that I appreciate your work.
I am glad I was able to help you solve this small issue.
When I created my Bridge Building map, I have spent around 3 hours figuring out
a way to prevent the placement of portals outside of the placement helper (or in another angle).
When I finally found a good way (without blocking the portals from sharp angles) I created
the prefab and I am using it for my maps ever since. Huge help and less drama. :D
I've also noticed the placement_helpers not working sometime. And the placement_helpers never work when you place a portal with a taunt. I have no idea how to fix that though since it seems like an engine issue. And there is one move in which you absolutely need the placement_helper to work, which is when placing a portal in the weighted cube spawn room from the lower floor.
While it was easy to get the cubes in the right position and enable the light bridge,
it was impossible to get the player with the portals out of the side-rooms.
Always stuck at a fizzler or completly out of reach to get back outside.
The interesting part was: all the steps work perfectly fine and it looks like you can
solve the map with just a few steps. Cubes are in place, portals are in place, bridge
to the exit is activated, but then you realize at the very last step, that you cant get
outside to reach the bridge without losing the portals. :D
It is rather funny how often that might happen while solving small parts of the map. :)
btw: I noticed that your placement_helpers do not work all the time.
Did not get very far though, but it was enough to see most of your changes. :)
I also enjoy these non-linear puzzles even if it takes forever to solve them.
Sometimes I have to take some notes to remember the ideas I had for the solution,
because with higher complexity it is hard to remember the good steps (and forget the bad).
Too bad there are not enough players that would enjoy these kind of maps.
Seen it with my own brainteaser maps - the casual Portal players dont want them.
The tilde button is as you said very important as it opens up the ceiling portal and allows you to shoot a portal into the weighted cube room from outside and helps connect the 2 parts of the map. The triangle button however is given more importance by many players I've seen but there are many ways around it using the laser button. Much of the intended solution does involve not having a cube on the triangle button.
I'm glad you are enjoying the map. It makes creating it worth it.
also hidden at the same time. Approaching the map step by step by only solving the next
obvious part wont get you to the exit. The level of complexity requires to analyse each portal
and cube configuration first, before you can start to solve the actual puzzle in the right order.
When I first played your map I did not realize how many more steps you added, because it
still looked like the same concept. But after ~7 hours of looking around and trying things out
I cant seem to find a shortcut and altough I know the basic concept, I still cant reach the exit
with my order (and the amount) of steps.
I enjoy this map. Great feeling to figure out another step and still end up at another fizzler. :D
Shuffling the cubes around is difficult if you don't know the next steps.
Looks like I have to do more cube shuffling and/or respawning to get it done. (guessing)
There are still a few steps of my maps solution present and I keep thinking,
that I have to use them - but they dont work on your map. ;)
At least I figured out the order of some early steps by try & error. ^^
I am quite sure the last few steps on your map are still more or less the same
as on my map. So the end seems easy enough... still need to figure out the middle, though. :D
And yeah, you are right that the tilde button is the single most important button in this puzzle. Most strategies involve that being pressed. The other important ones are the laser button and the triangle button. To really arrive at the solution its necessary to analyse what strategies are feasible in a given configuration of cubes.
I have spent another 2 hours on your map in local splitscreen to try some stuff alone.
The only thing I know for sure: the tilde-button is very important for the intended solution.
But how, when, who... still need to figure that out. :)
I noticed that you might have managed to create a very complex solution, which requires
to reuse most of the elements several times. Well done. :)
When I worked on my own map, I always wanted to reuse the elements some more,
but never really managed to pull it of the way I was hoping to do it.
Quite amazing what you did to the puzzle by changing a few things around.
You have earned my respect by getting me stuck in 'one of my own maps'. :D
The description of my map now features a link to your profile and this map. =)
I will let you know about my progress on your map.
Might have to solve it alone in splitscreen, because my buddy already gave up. :D
Thanks for the feedback. Really means a lot.
As for the puzzle, I've tried to incorporate various strategies that I've seen being used in the map so the actual solution is a bit complicated. It involves a bit of cube shuffling and respawning to get them to the right place. So it does involve a lot of steps. The intended solution did take me just under 12 minutes to record so you can imagine. I'm not sure if the intended solution is forced because there may be a completely different way to solve it that I didn't think of.
Anyways have fun with the puzzle. I really appreciate it.
Thanks