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
Even though I disagree with the people who outright call this map "bad", I do agree that it is of a different flavour to most other entries. Initially the map was made for a mod that was going to have some fling-based sections, so I tried to come up with something creative. That said, I also prefer purely logical solutions to those requiring some dexterity, as these are more prone to unintended solutions as well.
Regarding the final move in the second room - I think if you do it in the right way, it should not be difficult at all to execute (see the playthrough by lapicidas linked in the description). However, I understand that there are many variants of the intended strategy that are in fact rather tricky to execute, which can be easily mistaken for the intended solution. This is generally bad design, but I still don't think it is *that* bad. But yeah, I'm not a huge fan of this map either and it is definitely the least exciting entry in the series
The first room was fine, there were two ways to do the lower jump, but I'm glad I found the intended way first as it was way cooler. Overall still a good map, except for the end of the second room.
Oh, and I found the Companion Cube in this one! https://gtm.steamproxy.vip/id/sillymel/screenshot/2485497501523123823/
I wasn't that big of a fan of this map, so no thumbs up from me this time. I did manage to find a consistent way to do everything, but in my opinion, the puzzle should be in figuring out the sequence, not figuring out which of the slightly different ways of executing things is the most consistent. Of particular annoyance was this angled ceiling panel in the first room, which helps when stepping out of the funnel when looking down, but is a hindrance in other ways of doing the final trick of the room: https://gtm.steamproxy.vip/id/sillymel/screenshot/2485497501523093853/
I did learn a lot about flinging from funnels in this one, tough, which was nice. If the puzzle itself was slightly more interesting, I probably would have given this a thumbs up despite my execution difficulties on my initial playthrough.
The second puzzle I had mostly done quite quickly, but then spent way too long trying to get the cube back to me when I'm all the way up again. Is the correct solution just to jump through the portals and grab the cube along the way back up ? If so, that's a bit disappointing, if the tunnel was slightly higher up, you could get the cube to be flung directly to you , which is what I was TRYING to do, but it wasn't working so I stepped in to get it myself...
Also, I found an easter egg but not how to get it. There is no way to get the companion cube , right? It's just for you to look at, I think...
Nice map.
I'm not sure I did it exactly intended though :P https://streamable.com/nafk7w