Thinking with Time Machine

Thinking with Time Machine

Storm on the Horizon
15 Comments
stormsend  [author] 28 Feb, 2015 @ 1:32am 
Thanks. Just subbed one of yours.
SkyRoots 27 Feb, 2015 @ 10:24pm 
That was awesome! Loved it! Ok, gonna watch the video demos now to see how I compare.
mood3rd 12 Jan, 2015 @ 2:08pm 
stormsend
I noticed you say in your description, to use F6 a lot.
don't forget, in this mod, their are autosaves at your disposal.
carefull placement is required.
so that they help & are not counter productive.
each autosave only works once.
Final boss : kidney cancer 5 Jan, 2015 @ 2:28pm 
Fun map with quite a few solutions , apparently. And yes , you can definitely bring both cubes to the exit to finish it.
quat 20 Dec, 2014 @ 6:16pm 
I wonder if this is possible to solve without the dumb turret thing, i.e. bring both boxes and the turret to the exit.
mood3rd 25 Nov, 2014 @ 12:49pm 
stormsend
due to our conversation on glitches, I thought you might be interested in a discusion,
I had with 1 of TWTM's developers:
http://gtm.steamproxy.vip/app/286080/discussions/2/617320168162015377/?tscn=1416940373
although it does not sound hopefull.
they know about it. & their are a few developers.
so maybe between them, they can fix some of the problems.
mood3rd 24 Nov, 2014 @ 12:26pm 
a thought occured to me.
maybe the glitches are due to TWTM.
but maybe it is really due to the BEE MOD ?
I don't know which ?
maybe a bit of both ?
on 1 of my maps I connected 2 buttons to a sphere dropper.
but either button activated it.
so I removed the connections. then connected both buttons to an AND gate.
then connected the AND gate to the dropper & placed the AND gate onto the dropper.
removing sinage from the dropper.
the player then sees the antlines or signage, seeming to go from the buttons, to the dropper.
because the AND gate is on the dropper.
this worked & both buttons were needed to activate the dropper.
mood3rd 24 Nov, 2014 @ 12:23pm 
walkthrough video, as promised:
http://youtu.be/fS5Ub869lxY
or
https://www.youtube.com/watch?v=fS5Ub869lxY&feature=youtu.be
for this map, I would consider making the wieghted button a cube button.
for your intended solution.
the glitches were many on portal 2 & a lot has been fixed.
some not, like portal bumping.
I presume a lot will be fixed, with TWTM.
so live in hope.
don't know if it will work, but you could try disconnecting the exit buttons from the door. then connecting both exit tbuttons to a AND gate.
then connect the AND gate to the door. move the location of the AND gate onto the door.
& make the door signage none.
hope this helps ?
stormsend  [author] 24 Nov, 2014 @ 11:46am 
whatcha gonna do? I just don't know about this game.
stormsend  [author] 24 Nov, 2014 @ 2:06am 
Thanks mood.
mood3rd 23 Nov, 2014 @ 2:49pm 
stormsend
through a wall ?
that is a new one, on me.
through a fizzler.
that has been brought to the attention of one of the developers.
escape route great.
extra cube I presume is at the end, instead of our friend, guarding the exit.
I will test it again tomorrow.
as it's getting late now
it's a shame about the bugs.
as I really like the concept.
& only the occasional map in the workshop, so far.
is any good.
some have no time machine & some no puzzle either.
it is hard to believe most of them have even used portal 2's workshop.
thier are exeptions, most being more of an into demo.
but if they sort the bugs out quickly.
the good mappers will come.
your already here :)
stormsend  [author] 23 Nov, 2014 @ 1:33pm 
Updated. I'm not thrilled with the way this map is working out. I just saw Chell go through a wall carrying a cube and it went with her, How's that possible. In your game I saw her carry a sphere through a fizzler. If I did that, no more sphere. This game has some issues for real. Like, if you want to actiate a cube button just throw your shoe or your hat on it. It don't care. Anyway, I provided for an escape from trapping and added a cube for those who don't know about the cube button thing.
mood3rd 23 Nov, 2014 @ 6:21am 
watched walkthrough:
very clever solution.
I suggest changing the wieghted buttons, for cube buttons, to stop my exploits.
never used 1st 2 funels.
only did intended, from cube on cube button (not weighted) .
trapping at exit problem:
I suggest route from exit area, to other side of large laser fields,
with permanantly activated fizzler in.
or you could just put an autosave, by the button, that activates the exit flip panel.
but if the player does not realise that it's there.
they may not walk through the activated laser field, to get back ?
I will re-test, when updated.
mood3rd 23 Nov, 2014 @ 5:52am 
good map.
I only put the cube on the last 2 buttons. 1 in exit area & the 1 just before.
the recording did the others.
did not use small laser field, as when playback stood on buttons,
I portaled with the cube &
I carried the cube through the panels.

you can trap your self in the exit area, if your recording moves the cube off the button.
& it does not go into the funel.

your description, rang in my ears, as I & my 1 cube stood by the 2 cube buttons.
your description, was essential.
although it is an inventive solution, which I like :)
I think it will at some point, be stopped, in a future update.
point of interest:
a map I am working on, does not work.
because you can activate a cube button, with a sphere.

I about to watch you walkthrough.