Please or Register to create posts and topics.

[SP] 12 Angry Tests

PreviousPage 10 of 16Next

Wonderful mappack, and a nice change from the "let's make P2 harder" style of modding that seems prevalent these days.

Good job.

Here are some general feedback.

The good:

-Great overall atmosphere.
-Environmental storytelling keeps interest high.
-Transitions pace the puzzles well.
-Mid-level change-ups were timed well.
-Puzzles were fun to solve.
-I liked the fact that your puzzles had middle steps.
-Great use of music to give the player a hint at the style of play during the dark ride.
-Clever reuse of half of a chamber.

The bad:

-Transitions between visual themes were too rapid, and instead of feeling progression, I felt disoriented.
-Some spaces could be tightened up, especially the mechanics that causes slow pacing like the funnel and the hard-light.
-The autosaves were not forgiving enough.
-I don't think I beat the turret with a hat the way you intended.

Spoiler
I threw a cube at it and the first time, the cube landed perfectly on the platform, forcing me to restart. Showstopper.

-Lack of overall cohesion between chambers. They sometimes felt like completely different parts of a campaign.
-First usage of white paint greatly reduced player interest.
-First level has some sight-line issues making it hard to see the entire puzzle quickly. While the first steps of the puzzles were obvious, not seeing the exit makes me feel strung along rather than solving the puzzle. This reduced the enjoyment of solving it.

Recommendations:

-Foreshadow the boss fight way earlier, by the fourth level, the hollow, emptiness feeling was setting in. Great time to introduce his personality and give me a desire to continue playing to see the end.
-Give more explanation of why I'm traveling through every style of Aperture Science themes.
-Give the player more information (more signs, more indicator lights). I don't mean make the puzzle easier. I just mean make it easier for the player to figure out what puzzle pieces exist in each chamber and what each one does.
-Depending on the studio, adding more visual polish wouldn't hurt.

-The placement of your puzzle pieces sometimes makes for awkward flow. Some places confused me, especially the puzzles that required crossing my previous path. I was at times unsure where to go. This is getting a little bit more advanced, but you are obviously getting the hang of designing. Reuse of space and elements can make players feel both progress and help them solve puzzles. However, there is the possibility of introducing noise and confusing the player with future steps he needs to take. (Imagine a player trying to solve the later part of a puzzle without having solved the first part and keeps failing.) The best thing I can recommend for this problem in your levels is to find friends who have never played your map and sit behind them and watch them play live. (Take notes too!)

I think you have talent. Keep adding to your portfolio, be able to interview well, and you'll land that internship. One thing of note on your portfolio is that I would change your text to target hiring managers. Right now it reads like a mod download page. Good luck.

ebola wrote:
Here are some general feedback.

Great feedback! Thank you very much!

ebola wrote:
-I don't think I beat the turret with a hat the way you intended.

No you did not.

Spoiler
Destroy it with the laser

ebola wrote:
-Give the player more information

I guess it would be good to have those standard chamber signs. Other than that Im not sure where I should improve on this. If you are referring to the chamber that breaks apart I cant have indicator lights there because its moving.

ebola wrote:
change your text to target hiring managers.

Do you have any guidelines? What would a hiring manager like to hear?(and not hear)

12 Angry Tests
"I hear voices. But I ignore them and I just carry on killing."

just amazing!

I created an account on this site just to reply to this.
I've occasionally dropped by here to snag some new map packs, since I blew through Portal 2. I love me a challenge.
Yours truly balances relearning the basics and pushing many ideas to their limits.

I, of course, was a big fan of the finale, incorporating many elements into a more fulfilling

Spoiler
boss fight
.

Thanks for the maps, and I'll spread word.

Great mappack, I love it!
But I've got one question:
How do ya make all those puzzles? I mean, how do you think of them? :P

Giggity
Aliensoldier wrote:
Great mappack, I love it!
But I've got one question:
How do ya make all those puzzles? I mean, how do you think of them? :P

Tough question. Trail and error I guess. For most of them I just played around with the testelements until a puzzle emerged.

12 Angry Tests
"I hear voices. But I ignore them and I just carry on killing."

I too just registered to tell you this mappack is amazing! Perfect difficulty: not too hard and not too easy. In fact, the only time i thought "okay, this room i completed too fast, this one really was too easy",

Spoiler
the room actually broke in half and it turned out i wasn't finished after all!
Brilliant!

Thanks for all the work you put into this! You provided me, and no doubt many other people, with a genuinly fun evening. :thumbup:

I REALLY enjoyed these. Great balance of difficulty, and extremely well designed. Great job!

Wooow!! you are a Portal master, is the very best map pack I ever played, medium dificulty and very ingenious jaja with an amazing level design, congratulations! ^^ 5/5

PreviousPage 10 of 16Next