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Re: [WIP] Detour

A fantastic - FANTASTIC map. How this was rated so low in the Workshop I'll never know - but I suspect those people could not solve it so they slammed it. Even I began wondering if it was solvable. First I tried freezing the reflector cube's position between the blue funnel's vertical and horizontal...
by PCdoc
Fri Oct 05, 2012 9:51 am
 
Forum: Community Releases
Topic: [WIP] Detour
Replies: 23
Views: 1139

Re: [SP] Variable Reflection

Speaking of HMW, actually, and although I do not remember the map name - HMW did a similar complex redirection of Lasers through convoluted pathways. Except he used shiny, gold mirrors. It was fascinating and difficult to solve. I assume Hammer would be required for that. As to how I lit the 2nd sen...
by PCdoc
Sun Sep 30, 2012 5:24 pm
 
Forum: Community Releases
Topic: [SP] Variable Reflection
Replies: 11
Views: 994

Re: [SP] Trapped

Great map. Long and fun. I got stuck in the last roof room, trying to get the 3 Laser Cubes into that room to drop into the boxes. I thought that weird, white tube was the intended method and that one high portal where they could be thrown into. Took me forever and I finally did it by throwing them ...
by PCdoc
Sat Sep 29, 2012 11:55 pm
 
Forum: Community Releases
Topic: [SP] Trapped
Replies: 35
Views: 2226

Re: [SP] A Beam Too Far

Although the first and third rooms used the same trick - the map itself was a lot of fun. I particularly like the interlude with the waterfalls and those damn Offices from HELL. I got stuck there for a long time - never realizing that the power, when shut off, would leave the doors OPEN . Makes perf...
by PCdoc
Sat Sep 29, 2012 6:09 pm
 
Forum: Community Releases
Topic: A Beam Too Far
Replies: 40
Views: 2256

Re: [SP] Variable Reflection

I loved the map until I got to the point where I completed all button presses and lit the final sensor at the top. At that point I heard the "danger alarm" but nothing rose up from the bottom. I did it differently than the solution. To get the 2nd laser sensor where the cube had to be faci...
by PCdoc
Sat Sep 29, 2012 8:44 am
 
Forum: Community Releases
Topic: [SP] Variable Reflection
Replies: 11
Views: 994

Re: [SP] Perplexo

I loved the cool idea on getting the first cube through the fizzler with the one-second shutoff. I did figure that one out myself, but kept trying to first press the button and THEN drop the 3 cubes down. After many tries I finally started dropping the cubes first and then pressing the button . Anot...
by PCdoc
Sat Sep 08, 2012 11:10 am
 
Forum: Community Releases
Topic: [SP] Perplexo
Replies: 32
Views: 2232

Re: [SP] Laser cube's

The French chops that $60 bucks down to $3.95
by PCdoc
Thu Sep 06, 2012 4:21 pm
 
Forum: Community Releases
Topic: [SP] Laser cube's
Replies: 2
Views: 270

Re: Collateral Damage

I wasted an hour and a half on this map. I did not know what a sixense is so I simply played. I did not try to skip the first room and spent ages trying to get the laser to light the sensor in the first room . . . to no avail. I still wish there was a video where the person does NOT SKIP the first r...
by PCdoc
Fri Aug 24, 2012 11:16 am
 
Forum: Community Releases
Topic: Collateral Damage
Replies: 32
Views: 2246

Re: [SP] The Second Exodus

My solution to the incredible Room 1 is as follows. (devilishly tricky) : place cube on "edge" of button so you can easilly grab it and shoot portal in ceiling walk to other hallway - shoot blue portal in floor while falling shoot orange portal in floor while seesawing - grab cube off edge...
by PCdoc
Sat Aug 18, 2012 10:41 pm
 
Forum: Community Releases
Topic: [SP] The Second Exodus
Replies: 31
Views: 1895

Re: One Shot

I also got stuck and rage quit.

Therefore it is too easy.

:)
by PCdoc
Sat Aug 18, 2012 9:44 pm
 
Forum: Community Releases
Topic: One Shot
Replies: 23
Views: 1271

Re: sp_gel_conveyor

I thought there was another version of this out - it was harder and different.
Not sure if it is the same author.
The beginning was unique and cool.
But overall this map is too easy and short in my opinion.
by PCdoc
Sat Aug 18, 2012 9:25 pm
 
Forum: Community Releases
Topic: sp_gel_conveyor
Replies: 10
Views: 634

Re: tc_vitrified

This is the most amazing environment I have seen in ANY Portal map. The attention to detail and the sheer "art" and architecture of the areas was visually stunning. It was like a walk through some sort of fantasy dream. The sculpted concrete ceilings and floors were incredible. I must say ...
by PCdoc
Fri Aug 17, 2012 4:24 pm
 
Forum: Community Releases
Topic: tc_vitrified
Replies: 21
Views: 1517

Re: constellation:Cancer

I loved this long, multiple-room map. I do not - however - understand how you could possibly NOT have a cube in the cage of the 3rd room ? I mean - not only is it the most glaring oversight ever . . . you said you would fix it but I just replayed the map fresh and it is still not there. How could th...
by PCdoc
Fri Aug 17, 2012 4:14 pm
 
Forum: Community Releases
Topic: constellation:Cancer
Replies: 14
Views: 732

Re: Outskirts Testing

Man can people be picky. "Funnel up should be faster, tower does not need to be that high" - sorry but that is just ridiculously picky. First room was good, not great. But then came the best ending to a map, ever. I loved the concept - the clouds - the "gradual" funneling up to t...
by PCdoc
Tue Aug 14, 2012 7:22 am
 
Forum: Community Releases
Topic: Outskirts Testing
Replies: 13
Views: 640

Re: Getting Back on a Track

GREAT. The beginning was too dark as the tube you walked on was completely black - I ended up using mat_fulbright 1 and the entire place came alive - wow - Players you just gotta do that to see it all !! The end puzzle itself was tricky and fun - a minimalist puzzle of sorts. However, the "Moth...
by PCdoc
Sat Aug 11, 2012 10:15 pm
 
Forum: Community Releases
Topic: Getting Back on a Track
Replies: 21
Views: 1216
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