[SP] Photonic
Quote from Brainstone on July 17, 2012, 9:37 amin terms of creativity and gameplay, this map was flawless. Good job. I have to comment on two technical problems though:
- Several frame rate drops.I really never had such intense lagging in any other map I ever played, I'd consider my computer as good (ca. one year old)
- Your music got redundant very soon and started to nag me a bit.I really liked the start and ending. coll idea.
in terms of creativity and gameplay, this map was flawless. Good job. I have to comment on two technical problems though:
- Several frame rate drops.I really never had such intense lagging in any other map I ever played, I'd consider my computer as good (ca. one year old)
- Your music got redundant very soon and started to nag me a bit.
I really liked the start and ending. coll idea.
Quote from Dinosawer on July 21, 2012, 3:31 pmI liked this one a lot. The style was nice, the fact you could only put portals on the dark walls was a bit confusing at first but I got used to that quickly.
The puzzles were good, not too difficult, I only got stuck a short time in the last chamber cause I didn't know [spoiler]you can put an edgeless safety cube on a button. I expected they would roll off, given their tendency to roll everywhere even if you put them down gently.[/spoiler]
The second puzzle was way too simple though. Introducing the fling was not a bad idea, I think, but maybe you could've added some laser relays to make things a bit more difficult or something like that.
The music was good but there only seemed to be enough of it for 1 chamber, it got quite repetitive.
I strangely enough didn't notice any lag, which is strange since this computer is not really high-end and lags rather quickly.
To be short, I had a lot of fun with this one, keep mapping!
I liked this one a lot. The style was nice, the fact you could only put portals on the dark walls was a bit confusing at first but I got used to that quickly.
The puzzles were good, not too difficult, I only got stuck a short time in the last chamber cause I didn't know
The second puzzle was way too simple though. Introducing the fling was not a bad idea, I think, but maybe you could've added some laser relays to make things a bit more difficult or something like that.
The music was good but there only seemed to be enough of it for 1 chamber, it got quite repetitive.
I strangely enough didn't notice any lag, which is strange since this computer is not really high-end and lags rather quickly.
To be short, I had a lot of fun with this one, keep mapping!

Quote from p0rtalplayer on August 5, 2012, 6:58 pmBit late here, but I haven't been keeping up with TWP so much lately.
First off, thanks for the awesome video review, wstrika! And everyone else who said they liked it, I did put a rather lot of work into it.
Second, I'd like to explain a couple of my decisions while making the map.
So, what's the deal with the reversed textures? That concept was actually something I was experimenting with a looooooong time ago in Portal 1, using Colossal's confinement texture pack. In fact, I first used the concept in Ad Hoc, which I believe is on this site somewhere. In that map, there was a relaxation-vault like area that you end the map in, presumably in some sort of new wing of aperture. I was planning a sequel to that map called Ad Infinitum, which would use the reversed textures and feature heavy fling puzzles. That map was cut short, however, by the announcement of Portal 2. Skip a couple of years, and I still had the map sitting around unfinished. I didn't particularly like the puzzles, but I loved the visual aesthetic. So I decided to reuse it in a Portal 2 map, and I got vanSulli on board with the music.The map's difficulty curve is more of a lack of a decision than anything else. Basically, I made a couple PTI puzzles just to block out what you'd be doing in the map, and then made them into more or less the rooms you see now. The second room, as I explained before was an afterthought and as such doesn't really fit in very well.
I recently attended a game design summer workshop at Digipen, and I learned a lot of things there that I think would have made this map better. For one thing, I throw the player into the first room with no introduction of the reversed textures, at all. In the original portal 1 map I mentioned, I had you start in a relaxation vault with no portalgun, and had a small room that forced the introduction of the portalability of surfaces. Second, the map's difficulty/interest curve is nowhere near what makes a good map. I start with a hard puzzle, have a super-easy one in the middle, and then end hard again, where I should start with something easy, ramp it up, and then ramp it up again.
Finally, for the lag and optimization problems, all I can say is that I didn't personally experience them, and the only one of my playtesters that did usually has terrible framerates anyway. I will attempt to use areaportals and such to better advantage in future maps, so thanks for the feedback.
tl;dr: I made some bad decisions along the way, and also this map was originally a portal 1 idea.
Bit late here, but I haven't been keeping up with TWP so much lately.
First off, thanks for the awesome video review, wstrika! And everyone else who said they liked it, I did put a rather lot of work into it.
Second, I'd like to explain a couple of my decisions while making the map.
So, what's the deal with the reversed textures? That concept was actually something I was experimenting with a looooooong time ago in Portal 1, using Colossal's confinement texture pack. In fact, I first used the concept in Ad Hoc, which I believe is on this site somewhere. In that map, there was a relaxation-vault like area that you end the map in, presumably in some sort of new wing of aperture. I was planning a sequel to that map called Ad Infinitum, which would use the reversed textures and feature heavy fling puzzles. That map was cut short, however, by the announcement of Portal 2. Skip a couple of years, and I still had the map sitting around unfinished. I didn't particularly like the puzzles, but I loved the visual aesthetic. So I decided to reuse it in a Portal 2 map, and I got vanSulli on board with the music.
The map's difficulty curve is more of a lack of a decision than anything else. Basically, I made a couple PTI puzzles just to block out what you'd be doing in the map, and then made them into more or less the rooms you see now. The second room, as I explained before was an afterthought and as such doesn't really fit in very well.
I recently attended a game design summer workshop at Digipen, and I learned a lot of things there that I think would have made this map better. For one thing, I throw the player into the first room with no introduction of the reversed textures, at all. In the original portal 1 map I mentioned, I had you start in a relaxation vault with no portalgun, and had a small room that forced the introduction of the portalability of surfaces. Second, the map's difficulty/interest curve is nowhere near what makes a good map. I start with a hard puzzle, have a super-easy one in the middle, and then end hard again, where I should start with something easy, ramp it up, and then ramp it up again.
Finally, for the lag and optimization problems, all I can say is that I didn't personally experience them, and the only one of my playtesters that did usually has terrible framerates anyway. I will attempt to use areaportals and such to better advantage in future maps, so thanks for the feedback.
tl;dr: I made some bad decisions along the way, and also this map was originally a portal 1 idea.
Quote from Test Subject #54067 on December 31, 2012, 3:49 pmI didn't find the music annoying at all. Loved the map, had no problems with it.
5/5 from me.
I didn't find the music annoying at all. Loved the map, had no problems with it.
5/5 from me.