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Logic Portals : Levels [00-03]+NEW[04].beta

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I liked the map :) it took me about 20 minutes to understand the first room but the second was easy when you knew how to do the angular fling it :) i did the map in about 58 mins and after i did it i did it again it only 15 mins ;) i am trying to do a speedrun to this map ^^ I think everything was good except floor signs (i didn't understand them o_O) nice map :wink:

DeviMon wrote:
I liked the map :) it took me about 20 minutes to understand the first room

Awesome how logic differs from people to people.
I passed the first room in less than a minute, I thought it was obvious when I played it.

when i first saw the map, it was just the first room, and an earlier version of the conveyor belt room.

there was no blue laser, and you had to put all your own portals in. it was not nearly as obvious.

when i first saw it, i asked... this is solvable? and hurricane said, yep. so i spent a good 5 mins at least, and figured it out.

the larger room had no conveyor, and there was no laser, and no hints as to where any portals ought to go.

i don't remember if it took me very long.. but i think the laser is a huge clue that makes it so much easier.

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The cake is a PI

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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

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I'd reiterate that once I figured out the first puzzle, the rest fell in line pretty quickly. The problem is figuring out what to do in the first room though, and to me the laser confused me more than anything else (until I knew what it was for, then it became helpful). Until it was explained to me, I just kept wondering why the turret wasn't shooting rockets at me.

I think the confusion in the first room could be alleviated with some more explanatory floor tiles.
I whipped this up in photoshop, and I think it's a bit more explanatory than the existing floor signage.
Image

With a "follow the laser" sign with those two, confusion should be avoided most of the time.

Thanks to Portal, someone's birthday is now the most feared day in the year...
NO! THE CAKE! NOOOOOOOO !
Ralen wrote:
I'd reiterate that once I figured out the first puzzle, the rest fell in line pretty quickly. The problem is figuring out what to do in the first room though, and to me the laser confused me more than anything else (until I knew what it was for, then it became helpful). Until it was explained to me, I just kept wondering why the turret wasn't shooting rockets at me.

I think the confusion in the first room could be alleviated with some more explanatory floor tiles.
I whipped this up in photoshop, and I think it's a bit more explanatory than the existing floor signage.
Image

great icons! maybe hurricane will put them in... so how would you explain the double angle fling as well as the one that not only goes up but also to the right or left?

--

The cake is a PI

--

Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

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Well like I said, once I figured out the first one, I figured out the with no problem. The difficulty I had was figuring out what to do in the first room.
I designed the signs to help introduce the player to a new technique, but once they've figured out the technique, I think implementing it in new ways should be up to them to solve.
I don't think it would be reasonable to put a different set of signs in front of each angular fling puzzle indicating how to do it. Although in future maps, this same set of signs could be used to indicate that an angular fling is needed when the player comes across one.

Ralen wrote:
I designed the signs to help introduce the player to a new technique, but once they've figured out the technique, I think implementing it in new ways should be up to them to solve.

yeah i was thinking the same basic thing, i like your icons. but i see no need for "detailed" icons saying "upward-and-left-fling" "upward-and-right-fling" "downward fling" etc.

your icons basically represent that you have to use "manipulated physics" (ie: angular flings)

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i was wondering how theat icon set would look like if the player came out crouched to get onto the ledge... that would then entail everything.

--

The cake is a PI

--

Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...

--
iamafractal wrote:
i was wondering how theat icon set would look like if the player came out crouched to get onto the ledge... that would then entail everything.

and we could have an icon of maybe like two hands holding... to let us know that the mapper is going to hold our hand through the whole thing, instead of letting us figure it out for ourselves (after the initial introduction to a new concept) :-p :notwant:

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