Portal 2

Portal 2

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Psicodelia Test 01
   
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Psicodelia Test 01

Beschreibung
PSICODELIA: TEST 01

ENG--------------------------------------------
Long and complex map, a real challenge for the mind. It is 100% logical and possible, no tricks to get rare move, only your brain and test.

A real challenge. Enjoy it.

Trivia: The publisher does not accept more Items (1750 .. UPS ...

ESP --------------------------------------------
Mapa Largo y complejo, un autentico desafio para la mente. Es 100% logico y posible, nada de trucos raros para conseguir avanzar, solo tu cerebro y la prueba.

Un autentico desafio. Que lo disfruten.

Curiosidades: El editor no acepta mas Items (1750.. upss... xDDD)

NOTA: Reeditada y añadida muchisima mas iluminanacion sobrpasando el limite de items permitido para la compilación... como lo consegui..? Compilando con Hammer xDDDDDDDD
27 Kommentare
Rei 26. Jan. 2013 um 7:56 
Whoaw, that was some big and complex multi-puzzle to solve! I had to run a lot in circles, to find out, what switch does what, also where, when and how to use my cubes. There were many tricky things to do but in the end the exit opened suddenly. I think, you have to tell me the same, when you've played " PortCube ". It's also at Item limit and I hope, you have as much fun as I had with this one. Thanks for this entertaining map!
CaRLyMx  [Autor] 24. Nov. 2012 um 14:04 
ESP:
Bueno... intente crear un unico camino disponible para finalizar el puzzle, pero si usted a conseguido otra forma, es perfectamente valida (aun que no sea la programada).

Si usted lo desea, haga un video y compartalo aquí.

Muchas gracias.


ENG:
Well ... attempt to create a single path available to complete the puzzle, but if you got another way, it is perfectly valid (even other than scheduled).

If you wish, make a video and share it here.

Thank you very much.
ken.roberts 24. Nov. 2012 um 7:15 
I must ask you - in the latter part I had to take the reflector cube back byt using the Faith Plates and the timed small fizzler. Did you intend fo us to get both cubes back to the main 3rd room area by riding the funnel back in ?

I was able to take BOTH cubes back into the 3rd room by going back the same way I came . . . I started the time, shot an orange into that small flippable ceiling surface, then I took both cubes to the bottom of Room 2 and shot a Blue portal . . . I then brought them down through that flippable surface by dropping down and through the Orange portal and into the top area of that shaft leading down to the faith plate and back into the 3rd room.
CaRLyMx  [Autor] 22. Nov. 2012 um 12:41 
ESP
Muchisimas gracias por jugar a mis mapas, me siento orgulloso de saber que les gusto.

Espero que mis otros mapas resulten de su agrado.


ENG
Thank you so much for playing my maps, I am proud to know that they like.

I hope my other maps result to your liking.
ken.roberts 22. Nov. 2012 um 8:04 
ABSOLUTELY INCREDIBLE !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The 3rd room (well actually it is more like an entire "City" - was sooooo damn hard to figure out. After many hours I finally got it. I know that v1.33 is a different version of this map - both are amazing feats which you should be proud of.
CaRLyMx  [Autor] 15. Aug. 2012 um 13:09 
I'm glad that think they think that's good and I'm glad you like my maps that I still "fear" start the next in case you "mareais like soup" and your agony exceeds your intellect.

I personally am going to take the opportunity to say what I think too.

To begin with I found that the workshop feedback system is totally unfair and useless maps properly assess, since I have played hundreds of maps with 100% positive feedback and has proven to be a meaningless crap maps without puzzles, absurd, horrific, stupid ... and best of all, they have been the top rated ... maps instead I played wonderful, excellent, authentic works of art in all aspects and ... surprise ... had never played hardly anyone....
CaRLyMx  [Autor] 15. Aug. 2012 um 13:09 
...So I do not want to be in the Top Ten Most voted for I do stupid maps that is what people like, to me what interests me is that the few who play my maps do not forget that know that if they or their friends want to play real challenges come and see my work and will know what is good.

If indeed Spicodelia 01 was my first map to the portal and have learned a lot since then .. play as the other maps you should find a little less "agoviantes" xD

Greetings to all and thanks for playing my maps is an honor to entertain.
MachManX 14. Aug. 2012 um 19:25 
Ah, one more thing. I'm posting so much because I see that potential in you. Players like to see what their actions do while they're doing it. Some of your lasers activate things in far away places. That's confusing and frustrating. You should make your future maps so that players can see what their actions do. Again, this will bring you better ratings.
MachManX 14. Aug. 2012 um 19:17 
This map is challenging, I give you that. But all the above things in one map is too much. The player will be burned out by the time he/she finds the exit. So all I ask is that in your future maps that there should be balance or focus on one challenging feature: the huge map or the tricks. Simplifying your maps will get you better ratings. This comes from a player who's played hundreds of maps and know what players want.

A 13 minute solution for a map??? That should speak for how long this is.

BTW, I am only offering criticism. I do not hate your map or you for that matter. You do have talent, just don't put so much of that in one map ;)
MachManX 14. Aug. 2012 um 19:13 
Well I'm no beginner, but the reason I didn't see the video was that I'm using the in-game steam browser and it don't support flash, or it's giving me an error.

Man u crazy with those lasers. I know what you're trying to do by giving us a challenge, but you have jam-packed too many challenges in one chamber. The layout of it is already confusing enough. The player has to play around each section and get frustrated before figuring out which one to do first. As you play along you are introduced into new sections you never even knew existed. This adds to frustration. While the player is busy with thoughts of these big areas, you expect the player to figure out a simple laser trick with the portals. On top of all this, the player doesn't even know where the exit is. There is no quick look or nothing to let the player know what he/she is working towards.