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I've done that also. Played one a second time if I don't remember it. Some are just as hard if it's been some time.
I too especially liked the sphere/fizzlers/funnels puzzle.
I solved the turret/cube puzzle in an unintended way. I was able to jump up onto the orange floor and run to the turret (while hiding behind the cube) and then I grabbed the cube and knocked down the turret. How did i get up there? Here is a screenshot to show how it is possible.
re-tested.
yes walking has been reduced :)
you say, the funel sequence will end as intended ?
does that mean the faithplate was there, in the previous edits ?
I never noticed it.
this time, the added fizzler, made me look more carefully, untill I saw it.
at 1st I thought the fizzler made it imposible. but no :)
I thought changing the wieghted button, for the pedestal button,
made it easier & less challenging.
but as you said final edit, I doubt you will change it back.
still a good map, with less wear on my shoe leather :)
funel room improved even more :)
re-tested:
now improved
the portable area I did not notice when I 1st played this map, was the panel.
to aid noticing this essential part of the map.
you could have both panels deploy in exactly the same place,
but from the opposite side of the wall.
& move the portable areas in line with it.
the funel room looks more visible now.
my room lighting is different this morning.
so maybe that also helps ?
the reduction of the glass helps reduce the walking.
but what I ment, was to reduce it the other side, nearest the ledge, where we land.
then move the portable area in line with it.
also removing 1 square of glass on the other side, to keep it's symetrical design.
thankyou for the update :)
As always, thank you for playing and leaving such good constructive comments.
You always have a keen insight into what would make a better map. I have tried to implement some of your suggestions and have republished the new and updated version. If you care to look, I'd like you to notice a couple things I have included to reduce walking. First, there's a flip panel attatched to the lower button which allows you to portal from the entrance area to the opposite corner. This facillitates getting the sphere without walking. I also shortened the glass by one panel in the entrance area. Not a lot but it does reduce a little on the walking. I also removed a couple blocks which hid the flip panel high up. This greatly reduces walking as well as making it more visible. Enhanced lighting in the funnel area completes my update. What do you think?
2 of 2
the turret idea & execution was great.
well done on that idea.
the funel room had me stop & think.
good sound puzzle.
& I liked the fact that if you carried the sphere to far,
you did not have to restart the whole thing.
(as not always easy to judge the angles, maybe a bit more lighting would help ?)
cube dropping into fizzler also good.
good sound map, thumbs up.
I would consider moving the portable area above, by the entrance area,
forward, to the ledge & reducing the glass 1 tile each side.
this would cut out some uneccesery walking.
though my not initialy noticing a portable area exagerated the walking.
so maybe not much of a problem ?
due mainly, but not only to your inivation with the turret,
I favorited this map :)
1 of 2
good map.
3rd visit, I watched daloboy's video,
to the part where he fires a portal to the undeployed panel,
at the side of the exit area.
my observation sucks.
I did a walk around many, many, many times & had not seen it.
so I could not do anything, exept get the 1st sphere.
which was useless, as putting it on the button that respawns it,
was the only button I could put it on.
untill I saw that portable area in daloboy's video.
thanks dalaboy.
On a serious note, it was a good puzzle, I can't believe it took me a good half hour to figure out how to get the cube in front of the turret. Some flip/angled panels I didn't use, likewise I think the map could've used lots more portalable surfaces to cut down on time spent traveling. But overall it was good, the funnel room was the best part.