[SP] Funnelfling
Quote from zivi7 on August 7, 2012, 1:14 pmTook me forever to realize the simple real solution so that was definitely a good job. Unfortunately, I found this unintended one in between:
Took me forever to realize the simple real solution so that was definitely a good job. Unfortunately, I found this unintended one in between:

Quote from ChickenMobile on August 10, 2012, 11:01 amMy feedback:
Do not read if you are judge![spoiler]A nice little puzzle/chamber. Medium difficulty.
Great puzzle and puzzle concept, it made me think and I felt smart when completed it. That = great.Visuals average - above average.
Placing fizzlers to stop alternate solutions made me outmost frustrated - even though I used the funnel to reach the main funnel to place the cube in.[/spoiler]
My feedback:
Do not read if you are judge!
Great puzzle and puzzle concept, it made me think and I felt smart when completed it. That = great.
Visuals average - above average.
Placing fizzlers to stop alternate solutions made me outmost frustrated - even though I used the funnel to reach the main funnel to place the cube in.
Quote from BEARD! on August 10, 2012, 3:34 pmAesthetics
Players enter into a moody and dark chamber. Everything is a little bit wrecked, but not completely destroyed as in other chambers. I thought the Aperture-branded bottomless pit was done well - as was the chamber overall (loved how panels were wonky everywhere!). I did notice that some parts of the chamber weren't supported underneath (near the exit door, where the panels have fallen off the squarebeams supports. The map was big but sized appropriately for the puzzle.Gameplay and Difficulty
I'd say the difficulty was between easy to medium difficulty - the solution wasn't completly obvious but not too much of a head-scratcher. It took me a while to realise [spoiler]I had to funnel the cube and not myself[/spoiler] but after that I proceeded straightfowardly.
Aesthetics
Players enter into a moody and dark chamber. Everything is a little bit wrecked, but not completely destroyed as in other chambers. I thought the Aperture-branded bottomless pit was done well - as was the chamber overall (loved how panels were wonky everywhere!). I did notice that some parts of the chamber weren't supported underneath (near the exit door, where the panels have fallen off the squarebeams supports. The map was big but sized appropriately for the puzzle.
Gameplay and Difficulty
I'd say the difficulty was between easy to medium difficulty - the solution wasn't completly obvious but not too much of a head-scratcher. It took me a while to realise
Co-operative: Lightspeed Upstairs Downstairs
Quote from HMW on August 23, 2012, 7:50 amI'm going through all of the maps that I played for the contest and post my rating and comments.
It may be a bit out of date if you have updated your map since then, but hopefully it's useful feedback nonetheless.judging comments
[spoiler]Aestethics: 3
Reasonably well executed post-Wheatly style, although some parts look completely intact, especially the room behind the fizzler. There is enough texture variation, so it doesn't look like it was neglected or anything like that, it would just be nice to have a hole here, some wonky tiles there, stuff like that.
It could also use some more light overall. The white surfaces are clearly visible, but all the metal parts are very dark. This sometimes makes it difficult to see how the fences and glass are arranged.Gameplay / Difficulty: 4;4
The puzzle is nice. The hard part is figuring out what you need to do, while actually performing the solution is relatively easy. (There is some trial and error involved, as with all fling-based puzzles, but not to the point where it gets frustrating.) It is annoying that an oscillating cube looses amplitude over time, but that may be a limitation of the game, not the map. I do wish that the author had found a more obvious way to keep cubes out of the first part of the funnel, instead of the invisible cube-only fizzler.Personal Score: 4[/spoiler]
I'm going through all of the maps that I played for the contest and post my rating and comments.
It may be a bit out of date if you have updated your map since then, but hopefully it's useful feedback nonetheless.
judging comments
Reasonably well executed post-Wheatly style, although some parts look completely intact, especially the room behind the fizzler. There is enough texture variation, so it doesn't look like it was neglected or anything like that, it would just be nice to have a hole here, some wonky tiles there, stuff like that.
It could also use some more light overall. The white surfaces are clearly visible, but all the metal parts are very dark. This sometimes makes it difficult to see how the fences and glass are arranged.
Gameplay / Difficulty: 4;4
The puzzle is nice. The hard part is figuring out what you need to do, while actually performing the solution is relatively easy. (There is some trial and error involved, as with all fling-based puzzles, but not to the point where it gets frustrating.) It is annoying that an oscillating cube looses amplitude over time, but that may be a limitation of the game, not the map. I do wish that the author had found a more obvious way to keep cubes out of the first part of the funnel, instead of the invisible cube-only fizzler.
Personal Score: 4
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic