Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Funnel Up v2 I made a small change near the end. Transferring both yourself and the cube to the top at the end by funneling may be too frustrating, so I changed it a bit after hearing how Atma dealt with it. It's a little more puzzling and a little less frustrating this way I hope. Let me know what you think :). I'll take the v1 down if this version is liked better.
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Airbridge My third map. Not sure how difficult it is. Hope you enjoy it; suggestions are always welcome :).
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I made another one, called Gellosphere. Contrary to my previous one (Trivial pursuit), this one should actually pose some challenge. As usual, required components of the solution do not include fast reactions or bunnyjump skills, but possessing them may help in devising creative shortcuts.
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Funnel Up I changed the method that should be used to get to the exit. This part is probably the most challenging and interesting of the entire puzzle now. Definately check it out! Airbridge I made some changes that should make the level better. It's probably still a bit complex for the masses and I don't feel like this is the final version, but I would love to hear some opinions on it :). Laser Field (normal) A completely new map where you have to create a field of lasers to connect all 41 laser relays in order to open the door. In this version, you are provided with 10 reflection cubes, but it is possible to complete it by only using 7. If you're up to that challenge, then try Laser Field (difficult).
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
Made a new map again after quite some time: Two Islands Let me know what you think :)
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
I finally tried the editor, and made a couple of maps, if you want to check them. You can find them here.
Player (144)
Joined: 7/16/2009
Posts: 686
I also made a bunch of maps. Although only one of them can be solved without using glitches. I know, maps that require glitches aren't exactly in the spirit of Portal, but these were made with runners in mind, and TASVideos isn't exactly shy of glitches either.
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
Scepheo wrote:
I also made a bunch of maps. Although only one of them can be solved without using glitches. I know, maps that require glitches aren't exactly in the spirit of Portal, but these were made with runners in mind, and TASVideos isn't exactly shy of glitches either.
I think that the idea should be that the level is solvable faster by using glitches, not that glitches are the only possible way of solving it...
Joined: 7/2/2007
Posts: 3960
Ehh, so long as you're forthright about requiring glitches to solve the levels, I don't think it's a big deal. You just don't want to have hapless non-runners stumble across your levels and get frustrated because they appear to be legitimately unsolvable.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
skychase
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Joined: 3/25/2007
Posts: 212
Location: Quebec, Canada
Joined: 3/4/2012
Posts: 74
Baxter wrote:
Made a new map again after quite some time: Two Islands Let me know what you think :)
Tricky map. I'm pretty sure I figured out how to solve it as intended the first time, but here's a 7 portal least portal run: Link to video
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
John11 wrote:
Baxter wrote:
Made a new map again after quite some time: Two Islands Let me know what you think :)
Tricky map. I'm pretty sure I figured out how to solve it as intended the first time, but here's a 7 portal least portal run: Link to video
Nice movie! The intended route requires traveling back to the first Island again after reaching the second. Did you do that? It's been a long time since I made any Portal 2 maps, but since my last post, I did make a couple more. The two best maps among these 'new' ones are 3x3 and Flipping Funnel, so be sure to try those too :).
Joined: 3/4/2012
Posts: 74
Baxter wrote:
Nice movie! The intended route requires traveling back to the first Island again after reaching the second. Did you do that? It's been a long time since I made any Portal 2 maps, but since my last post, I did make a couple more. The two best maps among these 'new' ones are 3x3 and Flipping Funnel, so be sure to try those too :).
The way I did it was I used to pit to raise me up to the blue funnel which carried me back toward the first island. My portals fizzled, then while still traveling back in the funnel I shot portals to move the ball out of its holder and reverse the direction of the funnel. So I never actually landed back on the original island, but I did travel in the funnel back over it. Same basic idea though I think.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I created two new ones a few days ago. Just a Drop: A minimalist map. Oscillation: Two cubes, some lasers, and a track platform. EDIT: Third one: Trap Door: This one is rather unorthodox. You will need to use a certain glitch. And a few previous ones that I don't think I have posted yet: (Cooperative) Objective: You need cooperation and wits. This is my favourite. The Orientor: It's simple. Just do what you have to do. There is a simple solution and a difficult one. Unpoignant Drop Combo: Three successively more difficult fling challenges in one. Blue Lore: Another minimalist puzzle. (Cooperative) Synchronized Flinging: Like most of my puzzles, this one does not involve difficult maneuvers, but it is very difficult to solve, because the players essentially must think as one. In one or more of the maps involving out-of-box thinking, I try to train the player with the concepts involved in the map with easy puzzles before going forward with the hard puzzles. If you try solving my puzzles, I would appreciate demo files / video recordings of your progress from begin to end!
sack_bot
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Player (111)
Joined: 11/27/2011
Posts: 394
Location: Massachusetts
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Margen67
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Joined: 5/8/2011
Posts: 17
Test Chamber Zero This is my second test chamber.
Joined: 3/4/2012
Posts: 74
Bisqwit wrote:
I created two new ones a few days ago. Just a Drop: A minimalist map. Oscillation: Two cubes, some lasers, and a track platform. EDIT: Third one: Trap Door: This one is rather unorthodox. You will need to use a certain glitch. And a few previous ones that I don't think I have posted yet: (Cooperative) Objective: You need cooperation and wits. This is my favourite. The Orientor: It's simple. Just do what you have to do. There is a simple solution and a difficult one. Unpoignant Drop Combo: Three successively more difficult fling challenges in one. Blue Lore: Another minimalist puzzle. (Cooperative) Synchronized Flinging: Like most of my puzzles, this one does not involve difficult maneuvers, but it is very difficult to solve, because the players essentially must think as one. In one or more of the maps involving out-of-box thinking, I try to train the player with the concepts involved in the map with easy puzzles before going forward with the hard puzzles. If you try solving my puzzles, I would appreciate demo files / video recordings of your progress from begin to end!
For some reason it won't let me download Just a Drop, but I played through the rest of the single player ones. Here are my blind playthroughs: Oscillation: I'm pretty sure this wasn't how it was supposed to be solved... Link to video Unpoignant Drop Combo: Noticed a bit of a shortcut here as well. Link to video The Orientor: Did I do this right? Link to video Blue Lore was my favorite, but sadly I forgot to press record when I played it.
Editor, Active player (296)
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Posts: 7469
Location: Arzareth
Thank you John11! I have no idea when I have accidentally added that one portalable surface right next to the exit door, but rest assured, that was not supposed to be there! I will have to fix it ASAP. In fact, I already released the fixed version. For the Unpoignant Drop series: - Your first solution to the first one was different than what I planned, but a nice solution nonetheless. The second solution was the "right" one. - Your first solution to the second one was also different than what I planned, but a nice solution nonetheless. I think my "intended" solution was a bit contrived. - What you did in the end was the correct solution to the final part. It incidentally also applies to each of the previous ones, which is why I require the player to solve these in a sequence. Previously, these were separate tests, and someone solved them in opposite order, ruining the effect for 2/3 of them. In sum, you solved each section correctly. :-) In the Orientor, you got an A/V desync. You began with the difficult, luck-dependent solutions, but in the end, you found the correct solution. EDIT: I deleted Just a Drop and reuploaded it. It seemed to solve the problem. I have no idea what was the cause of the non-download problem.
sack_bot
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Player (111)
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Posts: 394
Location: Massachusetts
i found this skip in Oscillation
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Editor, Active player (296)
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sack_bot wrote:
i found this skip in Oscillation
Ahaha. Well done :-) Not the correct solution, but clever enough that I'm torn whether I should "fix" it or not. EDIT: Did end up fixing it. It opened an opportunity for an actual intuitivity improvement in the map's design.
sack_bot
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Player (111)
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Posts: 394
Location: Massachusetts
Bisqwit wrote:
sack_bot wrote:
i found this skip in Oscillation
Ahaha. Well done :-) Not the correct solution, but clever enough that I'm torn whether I should "fix" it or not. EDIT: Did end up fixing it. It opened an opportunity for an actual intuitivity improvement in the map's design.
it was the first thing that came to mind
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
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Margen67 wrote:
Test Chamber Zero This is my second test chamber.
Not bad. Did I do it right? http://bisqwit.iki.fi/kala/ptal2/lch0.dem [ Video: http://youtu.be/u3aHjQ6Q18o ] -----
sack_bot wrote:
laser gell. is a map. that i made http://steamcommunity.com/sharedfiles/filedetails/?id=119738021
Wow, that one is horrible. Here's my blind playthrough of it, until the moment where I quit in frustration because the map just didn't work, compounded by its tediousness. Encoded in superduper widescreen resolution. -----
skychase wrote:
I tried the editor yesterday, two maps. ^^ http://steamcommunity.com/id/skychase2rebirth/myworkshopfiles
I tried these. 1. http://bisqwit.iki.fi/kala/ptal2/s2r1.zip I had to resort to noclip for scouting around at one point because I was rather stumped. My solution still did not involve noclip. 2. http://bisqwit.iki.fi/kala/ptal2/s2r2.zip This chamber left me stuck in the end with only possibility to reload the level. Bad design. I did complete it on the second try. There was also the issue that your map rather depends on a high resolution screen. I was playing at 1280x720, and it was difficult to aim. 3. http://bisqwit.iki.fi/kala/ptal2/s2r3.zip Methinks your chambers have too much "guess where something happened" to them. I could not even figure this one out. P.S. How do you insert multiple large observation rooms in a single puzzle level? Do you aftertouch the map with Hammer?
Margen67
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Posts: 17
Bisqwit wrote:
Margen67 wrote:
Test Chamber Zero This is my second test chamber.
Not bad. Did I do it right? http://bisqwit.iki.fi/kala/ptal2/lch0.dem [Video: http://youtu.be/u3aHjQ6Q18o ]
Yes, you did it right. Also, you can make the video public if you want. But if you do, would you mind posting the url to the map in the description?
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Posts: 1821
After quite a long time, I made a new map. It's a 2 player map involving buttons and fizzlers: link
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Baxter wrote:
After quite a long time, I made a new map. It's a 2 player map involving buttons and fizzlers: link
Warp and I just spent an hour trying to solve this, but we haven't figured it out yet. Warp's Internet connection just failed for a bit, so we will have to start over... EDIT: After that, another hour, and we solved it, but not the intended way: It involved a lucky throw.