Yeah, those were my thoughts. If you put that much money, a can of paint isn’t too much more…
Im thinking the floor of the Reactor tree could be made out of a material that is like a metallic mesh, so to help radiate heat away?
Yeah, those were my thoughts. If you put that much money, a can of paint isn’t too much more…
Im thinking the floor of the Reactor tree could be made out of a material that is like a metallic mesh, so to help radiate heat away?
So THAT’S how they’re made!
Oh god i lol’d
Aw damn it is a shame this is a necro’d thread, cause I missed this first time around. (Though I did see the old thread on the pre-crash forum.)
I also really like Mangled’s magnetic coil idea. I especially like the fact that the platforms are connected to the wall, since that actually means it would be feasible for the scientists to switch the damn thing off without having all the equipment go smashing to the floor. The area beneath the generator in Blast Pit had a similar system of moving platforms connected to the wall. (The ones in blast pit move insane fast and go back and forth, guess they are out of control or something.) It would make sense for the Lambda scientists to use a similar system for their rotating magnets in the Lambda Core.
I also really like mattemuse’s suggestion (and drawing) of them being probes that can be extended into the teleport portals so that the scientists can remotely study them and stick things into them. Perhaps with robot arms or something. Like Mangled’s magnetic coil idea, its something that makes the platforms seem like real pieces of equipment with a function rather than arbitrary floating platforms.
In HL1 they make you think “Are these supposed to be for people to reach the portals? How would anyone get onto one of those platforms in the first place?” And since they hover and have no means of support, it would mean the machine could never ever be switched off! Half-Life was revolutionary for having levels that looked like real places people worked in/lived in, unlike Doom and Quake and Quake 2 where level design was entirely based on combat or puzzles and there was no illusion of reality. Stuff like the floating Lambda platforms, and some of the more ludicrous bits in Residue Processing, are a throwback to earlier games and break the suspension of disbelief.
Hey Twin, long time no see.
[COLOR=‘red’]As for Right4Dead:
[COLOR=‘Red’]^This.
Good, I’m glad you didn’t close this, I’m very interested in see what people come up with for this puzzle, even if it is a necro’d thread. Personally, I love the magnetic platforms idea that Mangled* had, especially since everything Raminator says is true. Continue, please!
Hit my palms, but I couldn’t resist.
yeah, let us put dozens of xen crystals there - for the lulz, as we surely don’t know what the fuck will happen because we’ve yet to let Gordon test it in the chamber.
For a given value of ‘true’.
What? When did I ever doubt you? I think you’re making stuff up! :terror:
win
You doubted him the second you typed “if.”
Please refer to my original post to understand my silly pun. :3
About Lambda Core:
I just played up to it and it’s been a while since I played HL. I couldn’t SEE the exit door at the very end of the puzzle, after jumping across radiation over spinning platforms to go through the 1/2 puzzle, I didn’t realise it took me even higher and i would look around, i thought it was familiar and jumped back into the teleporter to try and get it right. It was only watching a youtube video when i realised there was a door at the top.
EDIT: Also, i think the platforms should be maintenance/inspection platforms. They could have a rail around them and closed maintenance hatches around the walls at the heigh of the platforms. Maybe there could be robot welding arms around. The place could be malfunctioning so they are spinning out of control, with sparks and bolts of electicity emitting from them.
What I hated most was missing the platform as you couldn’t see the exit without testing first.
Also, where is the “247” blood writing??? Cant find it at all!
Trial-and-error gameplay is SO nineties.
Unless you’re a Grand Theft Auto fan…[/SIZE]
Yeah, I just played through HLS yesterday and the teleporter room was so feckin’ annoying. There’s little involved in the way of skill or puzzles, you just have to quicksave/quickload a dozen times to get to the top
Hopefully this will be one of the areas where BMS outshines the original game in terms of gameplay.
Well yeah.
You always get back to the beginning, but it does take awhile.
Or find the scientist who wrote 247 in his own blood next to a picture of the teleport room :-p
Just noticed something.
In the test chamber the same panels exist. See? On the floor around the thing.
‘https://media.giantbomb.com/uploads/0/24/11135-Test_chamber_AYool_super.jpg’
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.