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Very good map, thumbs up and added to favorites!
Otherwise I would have let that happen.
@bullfrog Thank you! That's cool that you learned something new! Was it the Turret climbing?
***FACEPALM***
There is something to be said about accessibility in map design; I don't appreciate the name calling...
I wish the light bridge placement was a little more free-form, at least allowing for putting the bridge on the top and bottom of your portal; it's always awkward trying to squish through half a portal. I don't know if it would break the test though. Probably not.
So, yes, while my issues give me worse control than usual, the fact I have issues here and not elsewhere means this must therefore be more demanding.
I am not claiming that this level is not supposed to exist or something, but I do hold that exceeding the "required agility level" of the base game is something that should be avoided, especially, as is the case here, if an agility test is not the explicit intent of the designer.
That's like me complaining about playing Portal on a console because I'm horrible playing FPS games with a controller.
I'll stand by what I said except I'll be nicer and just call you an idiot, or does imbecile work better for you? 🤦♂️
Or you could do as you just described, i.e. be an ♥♥♥♥♥♥♥ and call names.
Reika is just a f u c king ♥♥♥♥♥♥ who needs to just go back to his basement and play with a Slinky.
Truly, this map doesn't ask for anything that the Valve created content does not. (Single player or the co-op puzzles)
If you're very new to FPS games or Portal in general I could see this being hard, but otherwise this should be well with in the limit's of the average player's capabilities.
I did try this as well; it does not help much.
I do not think we share the same definition of "difficult portal aiming". As long as you have to shoot a portal onto a surface while moving in any direction other than directly towards or away from it (ie moving such that the target slews across your field of vision), it is difficult, with the level of difficulty proportional to the speed you are moving and the apparent size of the target.
Also, part of the difficulty in the two-floor-portal solution is in aiming those portals in the time you have before you hit the ground, accurately enough so that you do not "catch" on the edge of the portals, negating all momentum.
Also true.
I think this may have been an outlier though... also watching the solution video or others play it should clear up any execution-confusion. ¯\_(ツ)_/¯
I do think some of the tight timing you're talking about can be avoided if you shoot both of your portals on the floor. Creating a loop for you to fall through continuously, this let's you take all the time you need to react and shoot where you need to. For both of the required flings.
Yeah, the rest could be a big time consumer. Quicksave is your friend!
I spent more than an hour looking for alternative solutions, because I kept thinking "there's no way that is the intended solution; the timing is so tight and it depends on shooting the portal perfectly while flying through the air". When I finally gave up and looked at the solution video, it took me more than twenty attempts to get each fling right before I gave up and said "♥♥♥♥ this, noclip".
I should also mention that if you do not do the fling right, especially the second one, the setup to do it again takes long enough it is faster and less frustrating to run the kill command to go back to the last save point.
That ending was great haha.
Although I have a detailed plan,I was killed in the end
https://youtu.be/wyvI3MxNPoA
I'm really glad you had fun with it. I was pretty happy with how this one ended up in the end. (It had a rough start)