Solving puzzles in a Dali-esque world while being threatened by turrets can be hazardous to your health.
This map contains puzzle elements that have never been seen in any of the official Portal 2 maps, either single-player or coop. If you can solve this puzzle, you prove that you can think outside the box.
All known bugs fixed in version 2.1
With the latest updates, the puzzles are more challenging than ever, but not in an impossible sort of way. Good luck solving them.
Special thanks to Archie, who made a
playtest video for this map.
Needless to say, this video contains spoiler for the puzzles.
I don't like the turrets. There's no warning to let you know they're around the corner when you first enter the chamber. I'm not even sure they're necessary at all tbh.
As for the puzzle, it was okay. I'm not sure what could be done to improve it really, I just don't find the whole concept of it particularly interesting.
Also, brush with the button/wall needed to light bridge down to cube room has a missing surface, must be nodrawed.
The "nodraw" texture was intentional. I know it looks strange, but it draws the player's attention to the button that might be missed. The theme of the map is sort of Dali-like, so I figure a see-through cube wouldn't be out of place.
I'll implemented it this weekend. I have to work all day today.
++The Turrets - I don't care what other playtesters say. They gave the map its awesomeness. It was the map's way of dragging itself out, letting the player know that once they're gone, he can really start.
++The Puzzle Factors - Having the suspension field lead up to a lazer was a good idea. It was fun getting to think with it, having the laser hit a wall.
++Thinking - The map wasn't too long nor too short to figure out. Still, it was a bit difficult, which made the map seem more puzzling.
--Direction? - The map didn't really have any direction. I couldn't find the button in the map to release the redirection cube after a thorough search, and it was hard to find what to do next.
--Block? - Part of the block was see-through. I don't see why you would need to direct people with that: IT'S A GIANT BLOCK FROM THE CEILING.
4/5, you should work on it a bit more.
I'll try to work on it tonight. I've worked hard all day seeing patients.
Feel free to play it again, it should provide more of a challenge.
[EDIT]: According to feedback from other playtesters, the updated version seems to be extremely difficult. It certainly is possible to solve, but you must be a genius if you can solve the puzzle without cheating.
It took me days to come up with this puzzle.
Now about the map itself.
- Lighting.
Why so dark? I could hardly see anything. You need to work on that. This really ruined the experience.
- Architecture.
I didn't like the floating cubes that the turrets were positioned on. They didn't seem right to me, would have been better it the cubes were actually touching the ground.
Furthermore, perhaps this was partly to the non-existent lighting, but the map itself seemed very boring and bland. It was too big.
+/- Ambient
While this did add some liveliness to the map, it lacked visual confirmation. There was sound, but what was emitting it? Even a small visual hint would do. Now it seemed like corner of the cube I was in, was somehow producing it.
The puzzle:
I felt it was very straightforward.
A few things to note though (from a players perspective):
- I expected there to be a permanent way of blocking the beam.
- A cube for blocking would have been more appropriate than a turret
Didn't feel the turrets were adding something to the puzzle itself. I'd suggest removing them completely. Avoiding them should be fun, or challenging. This was just annoying.
Although this one puzzle made the level quite straightforward, that doesn't mean it's bad. Compose it with other (new) puzzles to make the level not so straightforward. You could, for example, add more puzzles that would lead to the player's desired destination, or "unlock" other puzzles.
It's all up to your imagination.
Did you have to reverse the funnel? That was part of the puzzle. I know you can do it without standing on the button to reverse it, but you have to risk burning the turret prematurely.
I think using a cube to block the laser would be too obvious. Using the turret is a brand new way of solving a problem. You first deactivate the turrets, and just when you thought you're done with them, you actually get to carry out revenge by burning them and actually using them to help you obtain the cube.
Although it's good to have a few ways to complete a puzzle, perhaps you should block the player from doing what I did. This would add more to the thinking process.
Wanted to say that I totally forgot about funnel reversing once I found a way to finish it. Just went and threw one inside.
I added a block to hinder the players who attempt to "run and shoot" through the fizzler (emancipation grid). Did you play a version without a big block? The latest version of the map should make that virtually impossible, unless you have super-human reflexes.
You know you're playing the latest version if the map contains indicator lights. Earlier versions of the map did not have the indicator lights.
I'll make getting rid of the turrets more fun and less annoying.
I'll brighten the map so it's not dark and gloomy.
I'll add an "s" to congratulation so it's not bugging any grammar police.
. . . as soon as I get home from the emergency room. I'm working tonight.
doublepost...
Recorded a playthrough while I was playing it, though, so you'll get to laugh at my idiocy
Editing now. (Yes, editing. It took that long!)
I added indicator lights to the emancipation fizzler because early playtesters did not figure out that the laser powered the fizzler.
[EDIT]: When I watched your video, I realize that you may be playing an earlier version of the map. You got back up to the upper level to get rid of the last turret by jumping through a portal. It wasn't what I intended. If you want to try the latest version, that should be impossible (at least for me when I playtested it).
You just managed to figure out how to evade that turret by standing on the other turret platform and jumping off.
If you just jumped out of the portal without standing on the platform, you would have been killed.
Smart move!
[EDIT]: Based on what Archie found, I've modified the map a bit to fix that "glitch".