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http://steamproxy.net/sharedfiles/filedetails/?id=173406612
Sadly this is really hard to think about a way to fix that as the player is not supposed to be able to reach the cells and get a new cube for example...
I got stuck - after moving the vertical platform out of the way I placed a portal above the next button and then dropped the cube through the ceiling from the other side, leaving me with no way out of that area. In hindsight that was a pretty stupid thing to do, but it would be nice if there was a way to get out of there or otherwise reset.
Ad: Who wants to get lost in a huge maze of similar rooms, (spoiler: that were designed as a big jail with cells for testing different lethal thingies,) doesn't get tired of exploring around, having no fear to enter one by one, has the will to survive and to find the exit?
If you feel adressed, then enter the Cube (<click) NOW!
And I kind of agree with levitatingspleen, the last part doesn't fit that good. But it was fun, especialy since I realised that I didn't have to take the turrets down individualy by portalling under them :)
I think you could the map much better by keeping the style of the first part. It was still good though.
Did you do anything that seems too tricky to get the franken cube? Like cube tossing or cube jumping?
And about the end, I know that it completely breaks the ambient feeling of the map, the idea I had when I built this was : After you worked hard to exit the prison, the map switch to "fun mode" as soon as you enter the last room. It was a sort of outlet where you could burn some turrets ant completely repaint the map with white gel :p
I really enjoyed this map. In the beginning you have this very solid and interesting atmosphere. Everything from the lighting to the sphere in the cube button really gave this half broken prison cell look. The puzzles were pretty good. They were a bit to simple in my opinion. Not so simple or boring that they distracted from the experience but not interesting or challenging enough to be memorable. The strength of this map is the visuals. You create this great dark and tense escape aesthetic, at least until the laser and turret part. That was sorta just randomly thrown in there and broke the carefully crafted atmosphere. Overall great map spoiled by a random and poorly conceived ending.
Unless the guy that launched the contest precise that you need a new dedicated map for that ;)
because the lasser field should kill us, I thought I had missed something in or near the cells.
or I had to move the sphere or something. maybe find away to bring the franking cube.
etc.
as for no where else to go. I use quickload, to backtrack.
Irony is it did the opposite to helping me.
though, the no where else to go, does often work well.
also Ihave learnt about lasser fields, so no thumbs down.
But I assume this can be really frustrating if you find nothing for a too long time...
dark ambience, is 1 thing. but when it makes potable & non-portable areas look the same,
especialy an esential area, this is bad.
Sorry if you didn't like the dark ambience of the puzzle, but all that was expected ^^"
And yeah at the end pressing the pedestal button will activate "fun mode" : So a lot of turrets will burn and you will be allowed to paint all the map in white for fun 8D
which activated the lassers, paint & removed stairs.
back in the cells, a portable area in the high area between 2 cells,
was so dark, I did not know it was their for ages.
as for the lasser field over button,
I put a portal just in front of it &
stood on the button the other side of the piston & sort of jumped & twisted to grab cube.
aukward as ....
amazes me that I completed it, as it seemed far from logical.
exploding turrets good.
the only reason not giving thumbs down. but no thumbs up. sorry