Difference between revisions of "Talk:Mistake Of Pythagoras"

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(Secrets: Success!)
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Can someone give me a hint where to find the blue cat hint? Like in which chapter and if it's before or after the yellow dog hint. --[[User:Pizzahut|Pizzahut]] 15:33, 1 Jan 2006 (PST)
 
Can someone give me a hint where to find the blue cat hint? Like in which chapter and if it's before or after the yellow dog hint. --[[User:Pizzahut|Pizzahut]] 15:33, 1 Jan 2006 (PST)
 +
:To answer my own question, according to the forums it's hidden in the 1st chapter. --[[User:Pizzahut|Pizzahut]] 03:43, 2 Jan 2006 (PST)
  
 
'''The Structuralism in level design ''': I found important secret. It is not connected main story directly. But Komai brings in some meta-stories. I guess he success to construct the way of the Structuralism in level design. Half-Life series have the same way. But MOP is more complex. It needs severely reading by player side.  
 
'''The Structuralism in level design ''': I found important secret. It is not connected main story directly. But Komai brings in some meta-stories. I guess he success to construct the way of the Structuralism in level design. Half-Life series have the same way. But MOP is more complex. It needs severely reading by player side.  
 
My found secret is concern to something historical. Why numbers come, why they stay. To solve this secret, we need knowledge about Him. – [[User:sakugetu|sakugetu]] 15:42, 26 Dec 2005 (PST)
 
My found secret is concern to something historical. Why numbers come, why they stay. To solve this secret, we need knowledge about Him. – [[User:sakugetu|sakugetu]] 15:42, 26 Dec 2005 (PST)
 
:I need to find resources about [http://www.archinform.net/arch/755.htm him] and [http://www.benjaminedwards.net/Utopia/image%20pages/0025.html his works] then... "L'architecture consideree sous le rapport de l'art" -[[User:N-neko|n-neko]] 18:11, 26 Dec 2005 (PST)
 
:I need to find resources about [http://www.archinform.net/arch/755.htm him] and [http://www.benjaminedwards.net/Utopia/image%20pages/0025.html his works] then... "L'architecture consideree sous le rapport de l'art" -[[User:N-neko|n-neko]] 18:11, 26 Dec 2005 (PST)

Revision as of 11:43, 2 January 2006


Initial Reactions

A few months ago, I was wondering what this guy was up to - I hugely enjoyed his Half-Life stuff, and was really disappointed not to see any apparent HL2 work on his website. Well, it seems I was wrong. I'm still downloading right now, but I'm grinning already. Thanks for the news! —Cargo Cult (info, talk) 09:19, 22 Dec 2005 (PST)

Played it now - that was rather awesome. Useful factoids: don't make me look at you!, a2 + b2 = c2, and if you're stuck, it's a puzzle. To be solved. It really got my brain thoroughly exercised! (Oh, and the ending's rather sad...) —Cargo Cult (info, talk) 15:51, 22 Dec 2005 (PST)
I was wondering the same thing, "Is Koumei Satou making some new maps for HL2? But he seems very busy, and hasn't said a word about it," until 2 weeks ago. Then he invited a few people(including me) for playtesting all of sudden. It was already awesome, and I was amazed to learn it's all done with entities. I'm not still sure how he did it while he claims he only used the basics. It's great to see its global launch. P.S. Glad to see you enjoyed it:) And useful factoroids, indeed. -n-neko 17:44, 22 Dec 2005 (PST)
What a fun mod! I can't believe the only custom coding in this mod is for unlocking the chapters; in fact, it makes me a little bit skeptical about it. Anyways, kudos to KS! -- Sodabus 06:19, 23 Dec 2005 (PST)
If you are really skeptical, do away with bin directory and try playing it. When I got it for playtesting, it was without bin directory. I only did quick Unlocking chapters in your mod edit to the HL2SP SDK code, compiled and handed him that .dlls. Again, it's amazing to learn how powerful entity system really is. P.S. KS is not a member of this wiki yet, but he sees this page-n-neko 06:33, 23 Dec 2005 (PST)
Brilliant fun. I didn't know the Source engine was capable of half the things shown in this mod.--Tequila 14:44, 23 Dec 2005 (PST)
(semi-spoiler alert) Just played this. Pretty fun, and an original concept too. I also liked the "proof" at the end - but I didn't really know how to interpret the ending. Are the Combine mourning the death of the "Pythagoreans" or what? Is it like King Kong, where - gasp - we're the monsters instead?! :) --Campaignjunkie (talk) 21:05, 23 Dec 2005 (PST)
BIG SPOILERS! I got the impression that man had been messing with the universe, and thus inadvertently broke Pythagoras' theorem. Cue numerals falling from the skies, dark machines invading our world, horrible monsters infesting the locals, and mankind's great Citadel slowly being subverted with huge blocks of new machinery. So, you travel into this abstract mathematical world, to defeat the dark machines and let the light machines rise again. As a final gesture of thanks at the end, one of the few surviving light machines travels to our world - only for we monsters to murder it... :-( —Cargo Cult (info, talk) 07:17, 24 Dec 2005 (PST)
That's how I interpreted it, yeah. After all, the white machines do nothing but aid you, and look how they're repayed! --Tequila 11:27, 24 Dec 2005 (PST)
Ha, I guess I'm one of the monsters then - I didn't even discern a difference between the light and the dark machines. They're all damn triangles to me! Kill kill kill! --Campaignjunkie (talk) 12:08, 24 Dec 2005 (PST)

Nice use of !pickerts2do (Talk | @) 20:32, 24 Dec 2005 (PST)

Where can I find a walkthrough? --Alph Tech STUART 20:42, 25 Dec 2005 (PST)

it's really not that difficult—ts2do (Talk | @) 21:29, 25 Dec 2005 (PST)

I might write brief hints document in the future. Right now I think ModDb comments are helpful when you get stuck. -n-neko 00:24, 26 Dec 2005 (PST)
Are you stuck at the house? -- Sodabus 01:05, 26 Dec 2005 (PST)
  • Just much fun, well done!--RP 07:24, 1 Jan 2006 (PST)

Translation help wanted

Someone has added a critics to the article - should this be moved to discussion? --Pizzahut 16:12, 31 Dec 2005 (PST)

I think it's better moved to here. Also, if you English speaking people could help us to have better translations for these parts, please let us know. We'd like to update the text. --n-neko 17:52, 31 Dec 2005 (PST)

(moved from article page) Cptbuck: "The mod has been met with quite a bit of frustration in the english speaking mod community due to bad translations and some unclear mission objectives."

why remove it? even the note about the the release on fallout says that its japanese roots make it confusing. Its a page about the mod correct? i dunno maybe i misunderstand the point of the page. Fact is i couldnt even get past the first level lmao, no indication of where to go! lol. --Cptbuck 23:25, 31 Dec 2005 (PST)

Because this is the talk page(discussion) for it, the main article for general information. See MINERVA and Talk:MINERVA for example. The first level...if you are crashed by the triangle, look for the valve...and what does the sign below it say? --n-neko 23:31, 31 Dec 2005 (PST)

Secrets

Can someone steer me in the right direction about the meaning of the Blue Cat hint? [Edited: Sodabus 15:07, 1 Jan 2006 (PST)] Is it an easter egg on KS' site? -- Sodabus 05:34, 26 Dec 2005 (PST)

Numbers... I'm still on my way to find them myself, but I can think of only one place(in the map) that possibly accepts that kind of number inputs. Don't know how, though. -n-neko 08:51, 26 Dec 2005 (PST)
To Sodabus, here is a note from KS(translated by me). "Wow, you've made it there! Great! But this secret puzzle is really a hard one. Well, these hints you found are not enough to figure it out. You have still another hint to find. It would show you the way...possibly." -n-neko 22:57, 26 Dec 2005 (PST)
I found the Yellow Dog hint. It's funny that the first time I played this, I kept the tiny plus sign around and rode up the giant zero. After I got to the next map, I thought to myself, "Why did I hold on to that little plus sign?"
Anyways, the Yellow Dog hint has [Edited: Sodabus 15:07, 1 Jan 2006 (PST)]. I think that the two hints are related to the room where the theorem is repaired, as there's [Edited: Sodabus 15:07, 1 Jan 2006 (PST)]. That, and there's a square area on the roof that's off-colored to its surroundings. After that... I'm lost. Help, anyone? -- Sodabus 14:44, 31 Dec 2005 (PST)
You almost got it. Combine these hints... [Edited: n-neko 18:37, 1 Jan 2006 (PST)]Note it doesn't tell you that you are doing right until you complete the puzzle.(This frustrated me a bit) --n-neko 18:01, 31 Dec 2005 (PST)
I finally got it! The results are... interesting, especially that "alternate situation" and the "unincluded character". It looks like the player is going for a little ride, if you catch my drift. -- Sodabus 03:19, 2 Jan 2006 (PST)

I don't know what in the world you're talking about...I beat it withotu a problem...and I don't remember any of this you're saying—ts2do (Talk | @) 23:23, 31 Dec 2005 (PST)

I didn't have no idea either when I found Sodabus's first post in this section. They are called secrets, because they are. --n-neko 23:50, 31 Dec 2005 (PST)

Can someone give me a hint where to find the blue cat hint? Like in which chapter and if it's before or after the yellow dog hint. --Pizzahut 15:33, 1 Jan 2006 (PST)

To answer my own question, according to the forums it's hidden in the 1st chapter. --Pizzahut 03:43, 2 Jan 2006 (PST)

The Structuralism in level design : I found important secret. It is not connected main story directly. But Komai brings in some meta-stories. I guess he success to construct the way of the Structuralism in level design. Half-Life series have the same way. But MOP is more complex. It needs severely reading by player side. My found secret is concern to something historical. Why numbers come, why they stay. To solve this secret, we need knowledge about Him. – sakugetu 15:42, 26 Dec 2005 (PST)

I need to find resources about him and his works then... "L'architecture consideree sous le rapport de l'art" -n-neko 18:11, 26 Dec 2005 (PST)