[SP] Broad Ratio
52 posts
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Re: [SP] Broad Ratio
Pff, I would have never seen that white wall between the rooms if I hadn't read somebody suggesting you move it. There should be a way to make it more visible without allowing the unintended solution. Maybe extend the path with a little edge so one can look around.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
- pruhster
- i dont know what brush is but i herd it alot
- Posts: 1
- Joined: Mar 3, 2012
Re: [SP] Broad Ratio
pruhster wrote:
Pff, I would have never seen that white wall between the rooms if I hadn't read somebody suggesting you move it. There should be a way to make it more visible without allowing the unintended solution. Maybe extend the path with a little edge so one can look around.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Technically there is a bug with fizzlers but it's not my fault to get entities bugged.I think there is no solution for fixing it.
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warnightify - Community Contributor
- Posts: 39
- Joined: Feb 10, 2012
Re: [SP] Broad Ratio
An easy map for me; one which I enjoyed solving. After I got through the first time, I couldn't remember what one target did (the one with one dot, two dot, square and crescent). I played through again, and didn't use it. So I thought I'd show you, in case there's a logic flaw in your map, not just a red herring. 4/5 from me.
Broad Ratio
Broad Ratio
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KennKong - Community Contributor
- Posts: 828
- Joined: Jul 9, 2011
- Location: Lockhart, FL, USA
Re: [SP] Broad Ratio
warnightify wrote:
pruhster wrote:
Pff, I would have never seen that white wall between the rooms if I hadn't read somebody suggesting you move it. There should be a way to make it more visible without allowing the unintended solution. Maybe extend the path with a little edge so one can look around.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Also there is indeed a bug with the fizzlers. They don't always get disabled by the last laser catcher.
Technically there is a bug with fizzlers but it's not my fault to get entities bugged.I think there is no solution for fixing it.
I think that there's a problem with the fact that laser catchers can activate/deactivate too fast for fizzlers to properly register. To solve this problem:
Create two logic relays for each laser catcher. relay_on for the onpowered, relay_off for onunpowered.
relay_1_on;
OnTrigger; relay_1_off, cancelpending, 0.00
Ontrigger; --output here--, --stuff--, 0.01
Relay_1_off,
OnTrigger; relay_1_on , cancelpending, 0.00
Ontrigger; --output here--, --stuff--, 0.01
This makes sure the correct thing happens. Hopefully that will solve your fizzler issue too
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Lpfreaky90 - Senior Stalemate Associate
- Posts: 2,517
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- Location: Over the hills and far away
Re: [SP] Broad Ratio
lpfreaky90 wrote:
I didn't post any video's in this thread
.
.yeah sorry for my bad english, with "you" i was referring to all users in this topic XD
great, so i'm not that noob but there's a bug XD
- nebbia88
- i dont know what brush is but i herd it alot
- Posts: 2
- Joined: Mar 3, 2012
Re: [SP] Broad Ratio
Good map and I enjoy it. There are some leaks and second part is more like forced addition but still 5/5 from me. Found it easy but it was a good respite from coop Four Rooms map that I`m working on.
- macko68
- Not Even A Full Time Employee
- Posts: 59
- Joined: May 30, 2011
Re: [SP] Broad Ratio
macko68 wrote:
Good map and I enjoy it. There are some leaks and second part is more like forced addition but still 5/5 from me. Found it easy but it was a good respite from coop Four Rooms map that I`m working on.
Can you please specify places of leaks?
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warnightify - Community Contributor
- Posts: 39
- Joined: Feb 10, 2012
Re: [SP] Broad Ratio
I would also suggest switching the two maps to have the far easier second one in the beginning. I also had trouble with the exit - while I did register that the light bridge was obviously supposed to be used, I didn't look close enough at that goo-gap-room. If I saw it correctly, in your first version the tiles were perfectly visible on the opposite wall. To prevent the unintended solution and still have them visible, maybe that room could be made wider and the white tiles could be placed on one of the sides of that room then? 4/5 from me. 
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zivi7 - Community Contributor
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- Location: Germany
Re: [SP] Broad Ratio
zivi7 wrote:
I would also suggest switching the two maps to have the far easier second one in the beginning. I also had trouble with the exit - while I did register that the light bridge was obviously supposed to be used, I didn't look close enough at that goo-gap-room. If I saw it correctly, in your first version the tiles were perfectly visible on the opposite wall. To prevent the unintended solution and still have them visible, maybe that room could be made wider and the white tiles could be placed on one of the sides of that room then? 4/5 from me. 
Yes, fixing this unintended solution made the intended a lot harder. So maybe just un-fix that in order to make your map more enjoyable to others. A lot of valve maps also still have unintended shortcuts. They're only great for speed solvers
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Lpfreaky90 - Senior Stalemate Associate
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- Location: Over the hills and far away
Re: [SP] Broad Ratio
I'm sorry but this map is terrible in its current form.
It appears that there is no portable surface in the connecting room between the two chambers. Because there is only one laser and both the light bridge and door require a laser catcher, it appears that the whole puzzle is in figuring out how to keep the door open, obtain the light bridge with a single portal shot standing right behind the door, and making a double jump onto and off of the light bridge from within the connecting chamber before the door would block it off. So I ran through and got all three cubes without any "puzzle", and then wasted a couple hours trying to set up the aforementioned circuit.
What makes little sense is that you could easily have fixed this by making the platform in the interconnection room a tad longer so that the portal surface is clearly visible. The fact that you don't implies to the player that there is no portal surface and that they must look for a solution similar to the above.
2/5 from me for wasting my time.
It appears that there is no portable surface in the connecting room between the two chambers. Because there is only one laser and both the light bridge and door require a laser catcher, it appears that the whole puzzle is in figuring out how to keep the door open, obtain the light bridge with a single portal shot standing right behind the door, and making a double jump onto and off of the light bridge from within the connecting chamber before the door would block it off. So I ran through and got all three cubes without any "puzzle", and then wasted a couple hours trying to set up the aforementioned circuit.
What makes little sense is that you could easily have fixed this by making the platform in the interconnection room a tad longer so that the portal surface is clearly visible. The fact that you don't implies to the player that there is no portal surface and that they must look for a solution similar to the above.
2/5 from me for wasting my time.
Portal 2 Engineer - A map designed to make you think.
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Ruien - Mantisman
- Posts: 164
- Joined: May 15, 2011
- Location: Sichuan, China
Re: [SP] Broad Ratio
Ruien wrote:
I'm sorry but this map is terrible in its current form.
It appears that there is no portable surface in the connecting room between the two chambers. Because there is only one laser and both the light bridge and door require a laser catcher, it appears that the whole puzzle is in figuring out how to keep the door open, obtain the light bridge with a single portal shot standing right behind the door, and making a double jump onto and off of the light bridge from within the connecting chamber before the door would block it off. So I ran through and got all three cubes without any "puzzle", and then wasted a couple hours trying to set up the aforementioned circuit.
What makes little sense is that you could easily have fixed this by making the platform in the interconnection room a tad longer so that the portal surface is clearly visible. The fact that you don't implies to the player that there is no portal surface and that they must look for a solution similar to the above.
2/5 from me for wasting my time.
It appears that there is no portable surface in the connecting room between the two chambers. Because there is only one laser and both the light bridge and door require a laser catcher, it appears that the whole puzzle is in figuring out how to keep the door open, obtain the light bridge with a single portal shot standing right behind the door, and making a double jump onto and off of the light bridge from within the connecting chamber before the door would block it off. So I ran through and got all three cubes without any "puzzle", and then wasted a couple hours trying to set up the aforementioned circuit.
What makes little sense is that you could easily have fixed this by making the platform in the interconnection room a tad longer so that the portal surface is clearly visible. The fact that you don't implies to the player that there is no portal surface and that they must look for a solution similar to the above.
2/5 from me for wasting my time.
ummm wow. I think with the fixes the map is easier.. spent about 20 min on the first version before noclipping to 2nd room because I was too stupid to see the solution. (ok, I was drunk) Blindrun on this version took less than 10 maybe 15 min. What's the problem? I think the map is on par with any OEM map.
5/5 for fixing unintended and making a good map.
- Szieve
- Mantisman
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- Joined: Aug 10, 2011
Re: [SP] Broad Ratio
Szieve wrote:
spent about 20 min on the first version before noclipping to 2nd room because I was too stupid to see the solution. (ok, I was drunk) Blindrun on this version took less than 10 maybe 15 min. What's the problem?
Well sure - if you noclipped around and played a previous version then you already know that there's a portal surface in the interconnecting room. That's exactly my point. I don't read the forums or download old versions when playing a map, and I shouldn't be expected to noclip around to make sure that I didn't miss some hidden crucial map element.
Portal 2 Engineer - A map designed to make you think.
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Ruien - Mantisman
- Posts: 164
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- Location: Sichuan, China
Re: [SP] Broad Ratio
in the most recent version there are not any hidden portal surfaces..my noclipping had nothing to do with finding a solution. it just allowed me to bypass the lightbridge puzzle.there is really nothing wrong with this map.I'll admit, I used a portal and just was on the event horizon to get the falling lightbridge cube.. but other than that it reall is pretty straight forward. After I solved, I watched the vid of someone elses solution to an earlier version and found that they did a lot more walking around than was really necessary....
This is not a hard map..I did not find any bugs. Just because you can't solve it does not make it a bad map.
If you think it's a bad map because it took you 2 hours to come up with the solution, try a map like Triplex, or simply resort to playing checkers or solitaire. (that may be more your speed). but please dont' put down mappers who are trying to provide good content.
This is not a hard map..I did not find any bugs. Just because you can't solve it does not make it a bad map.
If you think it's a bad map because it took you 2 hours to come up with the solution, try a map like Triplex, or simply resort to playing checkers or solitaire. (that may be more your speed). but please dont' put down mappers who are trying to provide good content.
- Szieve
- Mantisman
- Posts: 145
- Joined: Aug 10, 2011
Re: [SP] Broad Ratio
Szieve wrote:
in the most recent version there are not any hidden portal surfaces..
Ah, you are correct. The latest version was also uploaded after my initial comment, so thanks to warnightify for fixing the problem. It really is a great map with this fix.
You may think a trivial change like this can't make a big difference in the quality of a map, say changing it from a 2/5 to 5/5 in quality. By that logic, you'd also consider a small one-liner bug in Portal 2 that causes the game to no longer recognize mouse events to be a minor bug too.
Szieve wrote:
Just because you can't solve it does not make it a bad map.
If you think it's a bad map because it took you 2 hours to come up with the solution, try a map like Triplex, or simply resort to playing checkers or solitaire. (that may be more your speed). but please dont' put down mappers who are trying to provide good content.
If you think it's a bad map because it took you 2 hours to come up with the solution, try a map like Triplex, or simply resort to playing checkers or solitaire. (that may be more your speed). but please dont' put down mappers who are trying to provide good content.
Funny you mention Grayarea. Look around before assaulting my intellectual capacity (granted, we all worked on that together). I haven't started Triplex yet.
Portal 2 Engineer - A map designed to make you think.
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Ruien - Mantisman
- Posts: 164
- Joined: May 15, 2011
- Location: Sichuan, China
Re: [SP] Broad Ratio
It's possible to solve the puzzle with 2 cubes only and bypassing the use of funnel.
I'll make the video
I'll make the video
- lowenz
- I was told I would get $60 if I posted on the forum
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