[SP] Outskirts Testing
Quote from sicklebrick on August 9, 2012, 1:34 amHeh, that was cool! Outdoorness aside the puzzle was pretty good, and I really liked that final move
Thanks
Heh, that was cool! Outdoorness aside the puzzle was pretty good, and I really liked that final move
Thanks

Quote from ChickenMobile on August 10, 2012, 11:43 amMy feedback:
Do not read if you are judge![spoiler]This was an above average map with good puzzles. There was a couple of major things I didn't like about the map such as the very long ride on the funnel and the start where you are overwhelmed with all the test elements in front of you.
You couldn't reach anything because you were stuck on a platform separated by goo from the other side the chamber. I eventually found out that you had to drop the cube and fling it onto a button which activated a lightbridge. (I found this out because I noclipped around and pressed buttons and the such to find out what they did). I then reset the map to reset the elements.Visually it was interesting, mainly because it is very rare to see an 'outdoor' map in portal 2 (it was a really foggy day) but other than that, it didn't really stand out to me in any particular way.
This was a pretty good effort.[/spoiler]
My feedback:
Do not read if you are judge!
You couldn't reach anything because you were stuck on a platform separated by goo from the other side the chamber. I eventually found out that you had to drop the cube and fling it onto a button which activated a lightbridge. (I found this out because I noclipped around and pressed buttons and the such to find out what they did). I then reset the map to reset the elements.
Visually it was interesting, mainly because it is very rare to see an 'outdoor' map in portal 2 (it was a really foggy day) but other than that, it didn't really stand out to me in any particular way.
This was a pretty good effort.
Quote from PCdoc on August 14, 2012, 8:22 amMan can people be picky.
"Funnel up should be faster, tower does not need to be that high" - sorry but that is just ridiculously picky.First room was good, not great.
But then came the best ending to a map, ever.
I loved the concept - the clouds - the "gradual" funneling up to the high, HIGH Tower !!
What a unique and fresh idea.
LOVED IT
Man can people be picky.
"Funnel up should be faster, tower does not need to be that high" - sorry but that is just ridiculously picky.
First room was good, not great.
But then came the best ending to a map, ever.
I loved the concept - the clouds - the "gradual" funneling up to the high, HIGH Tower !!
What a unique and fresh idea.
LOVED IT
Quote from The_Butler on August 14, 2012, 4:35 pmMy comments are similar to previous bits mentioned in this thread.
I appreciate the outdoor scenery, but personally I think the whole idea and "feel" of Portal should be the player is biding his/her time before an opening presents itself so you can escape. This level was full of escape options and I felt reluctant to get back in that elevator to take me sub-surface. Also the lack of interaction between any "outside instruction / voice" But I am nitpicking, I'm not even close to this level of map creating in Hammer myself (I just want to be able to compare all the contenders, and have to scrutinize everything)Puzzle was ok-ish to good, I liked the goo and no clear path to get across, [spoiler]nice mechanic to get the cube[/spoiler] the light bridge being at the awkward angle was not great, and that second areal plate was not needed imho. The final tower was very nice, but due to the bug I had to re-do the jump I think seven times - that should be easy enough to fix like you indicated.
I don't know how to score this, being critical of myself I know I rate difficult puzzles without shortcuts higher than levels that show loads of graphic splendor but have an average puzzle element. Drat, I am stuck, I don't know what to give -also because I might have rated previous puzzles in this competition too high... I'll make it a 4.2, thanks for sharing this level with us all
My comments are similar to previous bits mentioned in this thread.
I appreciate the outdoor scenery, but personally I think the whole idea and "feel" of Portal should be the player is biding his/her time before an opening presents itself so you can escape. This level was full of escape options and I felt reluctant to get back in that elevator to take me sub-surface. Also the lack of interaction between any "outside instruction / voice" But I am nitpicking, I'm not even close to this level of map creating in Hammer myself (I just want to be able to compare all the contenders, and have to scrutinize everything)
Puzzle was ok-ish to good, I liked the goo and no clear path to get across,
I don't know how to score this, being critical of myself I know I rate difficult puzzles without shortcuts higher than levels that show loads of graphic splendor but have an average puzzle element. Drat, I am stuck, I don't know what to give -also because I might have rated previous puzzles in this competition too high... I'll make it a 4.2, thanks for sharing this level with us all