Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
https://www.youtube.com/watch?v=IOIaH9-vaRI&feature=youtu.be
As for the exit pedestal button, it disables the fizzler back between the main room and the blue gel room, giving u a shorter path to the sphere so u could go back there and take it to the exit button. But u didnt need it because u were smart enough to take the 1st sphere with u before entering the exit room itself. I have tried to warn u about a change i did which enforces u to use the sphere at the turret room. Feel free to look it up again.
In the first room all laser relays didn't have visible connections too. That made it a guessing game, you saw me trying to activate different combinations of three relays when I had only one cube. Maybe it would do something, it didn't though. Since I couldn't be sure because of the invisible connections I was guessing. When you keep information from the player his trust hurts, so I would keep all connections visible and design the puzzle with that in mind. Seeing how many connections there are is also good for the author to see when a room becomes too cluttered with elements.
Oh, and were u curious about the last pedestal button near the exit door? I saw that u wanted to check this but then said somehting like 'ah nvm i'll just finish now'. lol. Sadly u have played the less edited version of the map. I have made angled panels less stucky while also changing the object u need to bring to the exit door..
Care to try my newer map? It looks like a complete guessing game at first sight, but it has more logic than u may think.
http://steamproxy.net/sharedfiles/filedetails/?id=284771137
There is a simple solution to your problem which is adding a fail-safe path between the 2 rooms, so in case the 'bottle neck' closes, u could use that path as a one-way direction from room #3 to room #2 to go back, But sadly i have encountered a few issues making that change so i have decided not to add it.
My main issue is that there is no sphere spawn at room #2, so if u lose the sphere too early in the game, you're screwed. I have tried adding a spawn for it but it makes the sphere move when spawned, thus making a high probability for the sphere to drop on the room #2's floor, having the entire puzzle at that room irrelevant.