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[Coop] 10 reasons for reasoning

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I see. In fact, I did read chicken's comments about the map.

I understood that you were referring to the fact it got spotlighted but I was interested in the reasons. Maybe then because the type of difficulty used (timing/execution) and playing around with the environment as part of the puzzle solution, right?

Just currious becasue I want to know what ppl like or dislike regarding difficulty, to include/discard some puzzles I've drawn and I'm about to map...

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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josepezdj wrote:
I want to know what ppl like or dislike regarding difficulty

Do NOT include:

- perfectly timed presice flings (like this map)
- a crap ton of turrets (like this map)
- laser relay tests OF ANY KIND (like this map)
- a complete lack of instruction or explanation as too objective (like this map)

DO include:

- Anything not listed above.

For example... 12 angry tests. Straight to the point. Easy to complete. Loved it.
Even more challenging tests I like. But this map is just over the top.

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PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
iWork925 wrote:
Do NOT include:

- perfectly timed presice flings (like this map)
- a crap ton of turrets (like this map)
- laser relay tests OF ANY KIND (like this map)
- a complete lack of instruction or explanation as too objective (like this map)

Hehehe... GREAT! already done! none of that has been included, I'm on the right path.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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I see why you don't like this map; and I can't change any of that.
I personally thought that this map was wonderful. It's hard, there are some things I would have done differently but these maps are challenging but not gimmicy. The mechanics used in this map are similar to the ones used in the normal portal 2, I agree the timings were very short from time to time, but since v1.4 most of this has been fixed!

Well timed flings are probably my favourite challenge in Portal chambers...

I agree, there's something about being shot by a load of turrets (especially if I've failed a jump and ended up in front of them with no way to defend myself) that pisses me off, and the map could have done with hinting at the objective a little more in places. But other than that I think the map 'wasn't to your taste', saying 'it sucks' is a little harsh when the developer obviously put in a lot of time and effort...

It's hard to take everyone's opinion in consideration when making a map so there is very hard to know what to include and exclude, especially when it's your first one. We made a map based of what we love about portal, and frankly, our opinion is not everyone's, it's a matter of taste.

There has been improvements since launch so some of the things that were a bit too frustrating has been dealt with. Also we think that portal is somewhat about exploring, so making everything crystal clear from the beginning takes away some of the charm.

Lastly just because there has been a lot of time spent doesn't mean that it can't suck. ;) It's up to the mayority of the playtesters to decide whether it's good or bad. We're listening to all feedback we get, as long as its constructive, but we're doing changes based on what we think is best for the collective.

This was the best god damn map I've played so far here on thinkingwithportal. I only play co-op though.

It had a great feel to it, the level design was fantastic and you did a great job detailing the map. I love the old rundown aperture theme, I think its one of the less used because it really takes a lot to detail those maps opposed to the underground/clean theme.

Some gripes I don't like, are hidden portal spots, where you wouldn't normally look. Like the one I forget which part sorry, but the cube drops into a pit and their is a portal spot in the pit, took us awhile to find it, maybe give an indication that it is there, then it won't help actually solving the puzzle.

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We had to jump over the railing at one part, where the white Gel is leaking and hitting a wall? that was kind of wierd and felt more like we were glitching the map then solving a puzzle.

The voicing was great, the puzzles were difficult and took awhile to solve, but not extremely difficult. I would maybe give a little more lee-way on the timed flings, some of those require some pretty precise timing. i don't think leaving the door open for a couple seconds longer would hurt anything. Overall, good map. I can't wait to see what else you can come up with, especially with the new editor coming out soon.

Also one thing that is really great, when you die on these maps, starting over isn't a chore. Its quick to reset and try the puzzle again. This is something a lot of map makers don't take note of.

If you're gonna tone down the difficulty in future then can I recommend making a tweaked version for those of us who enjoy punishing ourselves? :lol:

This is how a Portal 2 map should be done.

This map, while hard at times, (my partner and I often spent up to an hour on a single puzzle. While some required clever thinking, others required us to "think stupid") was a blast to go through.

I look forward to any more maps you guys release.

Just so you know: I didn't hate your mappack, I only disliked a few things. :P

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