[SP] Prioritize
Quote from srs bsnss on August 5, 2013, 7:12 amThis is a map I made to test out creating a custom style.
It is pretty much just an aesthetic project, with a puzzle built in. I'm well aware that the puzzle difficulty/length is quite low. Don't worry, I've got a couple of good puzzles coming up, I just need to make sure the style works.
Any feedback, especially on the visuals, is much appreciated.
Seriously, I want you guys to absolutely nit-pick the living daylights out of this. It needs to be perfected because I think I'm going to use this style in the mapping contest (if we have one any time soon).
This is a map I made to test out creating a custom style.
It is pretty much just an aesthetic project, with a puzzle built in. I'm well aware that the puzzle difficulty/length is quite low. Don't worry, I've got a couple of good puzzles coming up, I just need to make sure the style works.
Any feedback, especially on the visuals, is much appreciated.
Seriously, I want you guys to absolutely nit-pick the living daylights out of this. It needs to be perfected because I think I'm going to use this style in the mapping contest (if we have one any time soon).
Quote from taco on August 5, 2013, 12:04 pmOverall, I'd say the map looks nice. It's different but not too different (which is nice). A couple ideas for you to consider:
1. Possibly add cubes/gel travelling through pipes that are closest to the holes in the walls in order to create an environment that feels more "active".
2. I understand that you are using symmetry very aggressively; however, the Rat Man stuff should be the exact opposite. The graffiti in the middle of all four walls under the pistons looks really bad/manufactured and the spaced out cans doesn't help either. He would probably be living in a corner, with his stuff more-or-less in that one area. Try to make it look like a person was living there.
Overall, I'd say the map looks nice. It's different but not too different (which is nice). A couple ideas for you to consider:
1. Possibly add cubes/gel travelling through pipes that are closest to the holes in the walls in order to create an environment that feels more "active".
2. I understand that you are using symmetry very aggressively; however, the Rat Man stuff should be the exact opposite. The graffiti in the middle of all four walls under the pistons looks really bad/manufactured and the spaced out cans doesn't help either. He would probably be living in a corner, with his stuff more-or-less in that one area. Try to make it look like a person was living there.
Quote from Dafflewoctor on August 5, 2013, 4:02 pmVery visually stunning. The puzzle, although easy as you said, was also nice too. The only problem I saw visually was that the transition from the elevator to the actual map was sort of awkward-the elevator instances are sort of dark, while the map is very bright.
Very visually stunning. The puzzle, although easy as you said, was also nice too. The only problem I saw visually was that the transition from the elevator to the actual map was sort of awkward-the elevator instances are sort of dark, while the map is very bright.
Quote from quatrus on August 5, 2013, 7:28 pmThe lighting source looks good, shadows appear to be in the right places - maybe the shadow from the cube dropper is a little off.
The colors are OK, but seems almost as sterile as the plain Portal/PTI chamber colors...
The rat-man area is closed off - doesn't appear to be a way in or out, so I would expect a rat-man corpse down there too - somehow he got trapped and starved?
I always enjoy a voice track in this style of map - something clever may get points in a contest...
Puzzle here - not so much as you noted. Although, I did try to short by jumping to the exit lip - nice blocking so I couldn't hit it after x+2 tries - again points in a contest for anticipating semi-ninja moves?
The lighting source looks good, shadows appear to be in the right places - maybe the shadow from the cube dropper is a little off.
The colors are OK, but seems almost as sterile as the plain Portal/PTI chamber colors...
The rat-man area is closed off - doesn't appear to be a way in or out, so I would expect a rat-man corpse down there too - somehow he got trapped and starved?
I always enjoy a voice track in this style of map - something clever may get points in a contest...
Puzzle here - not so much as you noted. Although, I did try to short by jumping to the exit lip - nice blocking so I couldn't hit it after x+2 tries - again points in a contest for anticipating semi-ninja moves?
Quote from srs bsnss on August 6, 2013, 8:38 amThanks for the feedback, everyone.
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A few points I will address:
- The entire skybox area is 3D skybox, so that's why there's nothing in the pipes. In future, I will make the nearby stuff actual models so it looks nicer.
- In regard to the Rattman area, I've just realized that it IS in fact an impossible location. I think I'll update the map with a more realistic area.
- In regards to the colours, I will admit it is quite plain. Though I wasn't quite sure what else to do, because I based this theme off the A4 type maps, thus making them clean-styled. I'll see if I can make the architecture a little more interesting to make up for it.
- I was thinking about putting in some voice, but I wasn't quite sure who would fit because I don't know when this style "fits in" with the story. I'll probably have GLaDOS for the next maps though.
This has all been very helpful - thanks again!
I'll make sure I consider these things in the next instalment. (which isn't too far off)
Thanks for the feedback, everyone.
A few points I will address:
- The entire skybox area is 3D skybox, so that's why there's nothing in the pipes. In future, I will make the nearby stuff actual models so it looks nicer.
- In regard to the Rattman area, I've just realized that it IS in fact an impossible location. I think I'll update the map with a more realistic area.
- In regards to the colours, I will admit it is quite plain. Though I wasn't quite sure what else to do, because I based this theme off the A4 type maps, thus making them clean-styled. I'll see if I can make the architecture a little more interesting to make up for it.
- I was thinking about putting in some voice, but I wasn't quite sure who would fit because I don't know when this style "fits in" with the story. I'll probably have GLaDOS for the next maps though.
This has all been very helpful - thanks again! I'll make sure I consider these things in the next instalment. (which isn't too far off)

Quote from RectorRocks on August 6, 2013, 9:23 amGreat map, the details were nice but the puzzle was too short (I know you mentioned it but still).
Here's my playthrough:
9aU3ulRrvpoTell me if there are any unintended solutions!
Feedback:
-The skybox color in the background looks really bright. Also, it'll be great if it has more bending tubes.
-You should add some square beams to some of the other walls because besides the part where the skybox is, there isn't any breaking of walls, making it a "clean" chamber.
-The bts mist/fog doesn't blend well here because of your skybox color.
-For the voice, I'll recommend the voice lines of GLaDOS used in the Art Therapy course, because of how similar the theme is.4/5. Great.
Thanks for mapping!
Cheers!
Great map, the details were nice but the puzzle was too short (I know you mentioned it but still).
Here's my playthrough:
9aU3ulRrvpo
Tell me if there are any unintended solutions!
Feedback:
-The skybox color in the background looks really bright. Also, it'll be great if it has more bending tubes.
-You should add some square beams to some of the other walls because besides the part where the skybox is, there isn't any breaking of walls, making it a "clean" chamber.
-The bts mist/fog doesn't blend well here because of your skybox color.
-For the voice, I'll recommend the voice lines of GLaDOS used in the Art Therapy course, because of how similar the theme is.
4/5. Great.
Thanks for mapping!
Cheers!
Quote from srs bsnss on August 7, 2013, 5:57 amOk, I've made the first update. I won't make any major changes, rather save the information for my next map. The changes that I have made are:
- Adding clip brushes across the squarebeams to prevent getting stuff into the skybox
- Made the Rattman area more realisticBy the way, RectorRocks, thanks for the video!
Though that's not quite the intended solution, but you probably guessed as much.
Ok, I've made the first update. I won't make any major changes, rather save the information for my next map. The changes that I have made are:
- Adding clip brushes across the squarebeams to prevent getting stuff into the skybox
- Made the Rattman area more realistic
By the way, RectorRocks, thanks for the video! Though that's not quite the intended solution, but you probably guessed as much.

Quote from josepezdj on August 14, 2013, 5:51 amCheers man! Sorry for the late reply, but you know I've been a bit busy lately :p I just played it yesterday and I liked much the map
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About the visuals, I really loved the mood, specially the lighting. Even though at parts it could be a bit too bright, I truly like the mood it projects: it's like some kind of Sci-Fi movie where you can see a huge metropolis in the distance... all drowned by the rays of an abnormally close sun... (or whatever! >.< I'm so influenced by Sci-Fi movies
). I (this is so personal and based in the previous words) would change the pillars in the 3D skybox by some brushes simulating buildings and/or arch-shaped brushes and stuffs to make it a richer environment
I like the combination of the black/whitish tiles too (I'm a fan of those kinds of combinations and I indeed use a similar approach in my mod).Regarding the puzzle, I think it's interesting even though it's short. I made it very simlarly to Rector's run, with these differencies: [spoiler]I managed to grab the cube by getting on that elevated platform via a portal on the ceiling, it's difficult, but it can be done... Secondly, what I did was to have the cube on the floor button but displaced to a side (closer to where the entry door is) so when I shot the portal while into the funnel at the far end wall (like Rector) I took away the cube from the button[/spoiler]. The rest is pretty much straight forward. I reached the 2nd easter egg by using the cube to be able to jump to the right area once you open the door
5/5 from me.
I really think it's a great way to an awesome new art-therapy stilish approach
Cheers man! Sorry for the late reply, but you know I've been a bit busy lately :p I just played it yesterday and I liked much the map
About the visuals, I really loved the mood, specially the lighting. Even though at parts it could be a bit too bright, I truly like the mood it projects: it's like some kind of Sci-Fi movie where you can see a huge metropolis in the distance... all drowned by the rays of an abnormally close sun... (or whatever! >.< I'm so influenced by Sci-Fi movies ). I (this is so personal and based in the previous words) would change the pillars in the 3D skybox by some brushes simulating buildings and/or arch-shaped brushes and stuffs to make it a richer environment
I like the combination of the black/whitish tiles too (I'm a fan of those kinds of combinations and I indeed use a similar approach in my mod).
Regarding the puzzle, I think it's interesting even though it's short. I made it very simlarly to Rector's run, with these differencies:

5/5 from me.
I really think it's a great way to an awesome new art-therapy stilish approach