I will make your brain hurt! >:) http://steamcommunity.com/sharedfiles/filedetails/?id=140262829
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I just solved it with a friend of mine. We were both not a fan of the chamber. We didn't really think it was a puzzle. It felt more like a find the next thing you can use and you will find the exit. I can see you put a lot of effort in it though.
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Well it did take me 3 days to make it. So much stuff and so little space!.... :p
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Here's a little one if you wanna try (maybe tricky, but short and don't need flash gordon reflexes ^^) : http://steamcommunity.com/sharedfiles/filedetails/?id=76376006
Enjoy !! (I hope)
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I liked the chamber as well, but I was unable to solve it the intended way. So instead I took a shortcut and skipped the mechanical wall, thus eliminating the need to go for the small button and the pressure plate at the turrets completly. Essentially I went in to grab the cube, inverted the funnel, got the light cube and then had to place it cleverly on some edge of the grating to be able to target the second laser recepticle. Once that is done you can ride the lift and get out.
But I liked the layout of the turret puzzle. And at first I got to the small button by jumping on the grating and then to its ledge, but later on discovered the nice funnel ride through the room to reach it. So even if I didn't need to solve half of the chamber to finish I did it for the fun :)
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Thanks for the info. I'd try to make it as "single solution" as possible, to avoid part skip but looks like I miss some. I'll maybe make a V2 one day, but I need to be motivated for ^^ At first, I was not expecting it to be tested except by a friend.
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http://steamcommunity.com/id/oskarasas/myworkshopfiles/ no 3 and 4 are a little different then normal portal chambers
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These 4 test chambers are very well done. But I advise other participants to actually solve them counting down instead of up, the fourth chamber is the easiest one of them, followed by the third. The first and second map are both quite tricky, but for different reasons, so your opinion on which one of them is the hardest may vary.
Chamber 4 is pretty straightforward. I liked the concept of the visual clock to toggle the chambers two states that carried over to many different actions. The caged turret was a nice touch.
Chamber 3 is quite unique in terms of layout and the lack of portal action. It's path is still very straightforward, find cubes to work the switches until the exit opens up. The turret threat at the end has several possible solutions and depending on which one you chose the lasers only purpose is to force the player to crawl. It would have been really great if the rooms visuals were more varied, like glass walls, or even having at least one wall and several ground floor tiles missing to incorporate the behind the scenes visuals with the whole room being one of many, resting on giant springs or rails like the later original levels. Some vegetation or water would have been pleasing as well.
The second chamber starts of rather linear, but once you ride down the funnel it will start to puzzle you. Figuring out how to obtain cubes and where to place them at which time was tough but not frustrating. And you get rewarded by a fun aerial faith plate ride. It's hard to review this level without spoiling too much ;)
The first level has the main theme of confusing trigger relations and their memorization. It may seem overwhelming at first, but the steps are broken down into seperate rooms and hallways and although there are a lot of light up lines to follow, they are very well distinguishable from one another. Some backtracking required and features fair timers.
There is only one momentum based puzzle in all four test chambers and it is very obvious and easy to perform. No need for quick reflexes or mid flight portal shoting or anything, this series is all about the puzzle elements. I'm looking forward to new test chambers that let us play with gels and light bridges :)
Well, OK, we had some white gel in the second one, but I'd like to see how you would set up some repulsion and propulsion gel puzzles.
Final verdict: the third and fourth part is recommended to every player. Absolute beginners might have a hard time making the chase over the collapsible bridge or getting past the turrets at the exit, but other than that it's a beautiful piece of cake, even though it's a lie. The first two test chambers are tough nuts to crack, but they are fair and well done. The Tux series is well worth your time!
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There you go http://steamcommunity.com/id/3253/myworkshopfiles/
Don't mind some of them, the second and the last were made out of boringness.
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Didn't really like any of the tests to be honest. I was kind of enjoying the 4 chamber, 4 tests one until I had to do the last chamber with the 2 turrets. That one was infuriating, because it was easy enough to do what you needed to do, but the cube never stayed on the button, and I tried at least 6 or 7 times.
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I made 2 puzzle when they first released the portal workshop.
Here they are :
1/ http://steamcommunity.com/sharedfiles/filedetails/?id=71215696
2/ http://steamcommunity.com/sharedfiles/filedetails/?id=71404345
Please, tell me what you think about it :)
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Here is the challenge, let me know if you finished! :)
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yeah the first one was just an experiment, to learn the basics, it's a bit big and easy ... i will make more maps in the summer after the exams, thanks for feedback, i want to learn to create maps with authoring tools but keep the puzzle content in this level... maybe i was inspired by Mevious, i like his maps so much, he is just king of the puzzle maps :)
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Played and finished both as well, but I actually prefered the first episode over the second. That's not to say I dislike the second one, it's just that I wasn't able to solve it by logic alone, had to fall back on some throwing and cube/portal juggling. And the first test chamber simply offered more to do, a wider range of puzzles. There's something I like about your fair way of presenting puzzles, as in the continuous cube droppers ad having to walk past later puzzle elements to know about them and plan ahead for your return.
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the episode 2 solution is simple, you have to think a bit more :) i can add an element to remove that bruteforce method but i think it's not easy to do that cube throw.
Well i can't edit my maps now, because my HDD died and these files are not stored in the cloud. Maybe i will do it again and make more cube puzzles.
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I could have done it without the throw if the map was like your screenshot implied, but you updated the wall at the dropper afterwards.
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http://steamcommunity.com/id/Railwaybrick/myworkshopfiles/
Got three here, not very hard at all.
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I liked it. Good layout, several edgeless cube usages and thumbs up for repulsion gel and light bridge puzzles.
Would fencing the ball receiver solve the exploit? So that you would have throw the ball into the fenced box to make exploiting at least a lot trickier to perform?
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The room with the bridge and the funnel was really hard to get through, and I was trying to think how to solve the last part to open the exit, which made me walk around to see what I can do, which made me get stuck a few times in that chamber with the bridge. I also solved it with putting a bridge as a roof for the ball to stay, but it happened a few times it would still become bouncy. I'm just not a big fan of bouncy gel :P
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This is not a puzzle... This is baaaad!
Would you do it again?
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To add on the latest comments you got in the workshop I think the map would be better if it required both cubes in the last room, even if that means a lot of players would have to redo the whole chamber once they find out about it. Maybe widen the hallway leading to the last room and add static glass panels to let the player get an early clue. So you would end up with either a two tiles wide hallway divided by a glass wall in the middle where the right path leads up to a glass walll facing the last room or you would have to rearrange the middle glass panel that blocks the way through that hallway to instead block the entrance to the double faith plate room (and still add a glass wall to let the player peek at the last room).
And the first faith plate could be left out completely to allow for either simple reportaling or momentum flinging through the hole in the glass wall at the ceiling. Plus you don't have to activate both laser relays in the lower room, one is enough to use the faith plate down below to get back to the first room.
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I made one last year around this time, But never got around to finishing it, But its still playable, and beatable (At least, I'm pretty sure I left it off that way as I was having friends try it out for me).
If you feel like trying, Here ya go- http://steamcommunity.com/sharedfiles/filedetails/?id=71681803
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Yep, the link works now. But I cannot confirm that the level is finishable up til now, the pitch dark area of the edgless cube keeps killing me. And I even know what to do there judging by the test chambers preview shot. After that the rest of the level should be a piece of cake, but I won't put myself through that. The ball area is too dark, too tough, too unforgiving. I don't want my quickload key to wear off quickly.
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Ya, Sorry about that part. I kinda remember leaving off on making that part a bit easier. Its beatable, but a pain to do from what I remember.
Sadly I can't work on the map anymore because I don't have the Raw files. I figured out how to decompile the .bsp, but I can't figure out how to convert .vfm file to a .p2c so I can edit it in the ingame editor. Sadly I have no idea how to use Hammer to work on it that way. :/
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No need to be sorry, I am the one to blame for not being man enough for the competition :P
I liked the turret hell room, confused the hell out of me first on how to do it properly. And the head scratching for willingly trapping yourself in the single turret room area onwards was a nice one, too. Took me a while to figure out how that was done intentionally and later be resolved.
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Honestly this is an example of what I'm not looking for. I have no idea what to do because there is just too much without knowing what does what. The turret room and the room with the ball are just plain frustrating, and when you fail at the ball room you have to kill yourself, which is just unnecessary. I can see that you put a huge amount of effort in it though.
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Ya, As I said above to the other guy, Sorry about the kill part. I never actually finished the map, So when I got that part I just threw the kill area down there so your not stuck. I recommend saving the game (With F6) right before that part just so when you die you don't have to start over.
I would fix (and finish) the map, however I forgot to backup the files when I re-installed Windows, and its not possible to get it back, Meaning I have to spend the time Rebuilding it all with a can't do currently.
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I can understand that. I use F6 all the time, but loading times can be really long and tedious. It could've been fixed with something like an areal faith plate + an emancipation grill to get back to the starting point. Still, even if that would've been fixed, the map is still really cluttered and difficult in my opinion.
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Quite a challenging one, but I think it's also a hopefully good one ^^
Good luck at solving it ;)
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Good one, but certainly no keyboard smashing rage quit material ;)
I was expecting to have to use the cubes after the lift you can bring along, so there's potential to add to the hair pulling of that test chamber. Could use some more lighting love. And maybe use the light bridge again in that upper laser receiver room to get to a switch to make that receiver accessible? Maybe block it with a glass panel that retracts after hitting that new button.
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Hm, seems I broke your puzzle, as I easily finished without ever turning on the laser and using the reflection cube. Also never opened the wall panels to the left of your preview screenshot. Could have get through even faster if I knew about skipping the laser and using the reflector cube on the buttons right from the start.
But thumbs up for providing a side view puzzle, I really enjoyed that chamber in the co-op testing initiative.
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Hello, I'll check your map soon, and post my opinion in the workshop.
I've only made two maps so check them out if you want.
Medium to easy difficulty as far as I remember.
Piece of Cake
Just in Time
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Care to say what you didn't like? Your feedback will help me make better maps in the future. Thanks for playing!
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Didn't like the piece of cake map because I've seen it multiple times before in maps that weren't as easy, but still as easy to understand. The just in time map was also very easy, and I just don't like the idea of using time just to make the map harder. There are maps that use a timer to make it a brilliant puzzle like --> this one <--
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Thank you. They were intended to be easy, but I understand why making time an element of difficulty can be annoying. I was actually working on a new one these days, but I realized I was doing the same thing, so I'm scrapping that part.
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I'm kinda bored. Just put a link of what you think is your best test chamber down in the comments.
But please send a PUZZLE, not a rube goldberg machine or roller coaster or whatever.
This also means NOT to send a test chamber that makes me want to pull my hair out of frustration. There is a huge difference between an ingenious puzzle and a cluttered difficult mess.
I thank you for reading. I'm looking forward to maybe seeing a gem like Mevious', Azorae's or Giguava's maps.
Edit: It would also be nice if someone would give an opinion to one of my maps called Fizzlers for science.
The maps I got send that are worth playing:
alpha zero by Dark Tyno
tux 4 by oskaras.sh
cubitorie episode 2 by fecske
SG1 timewarp by iq.gobo
SG2: the franCompanion cube adventures by iq.gobo
2 cubes 1 hole by Psycho345
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