[SP] {REDACTED}
Quote from jordenjames88 on August 13, 2011, 11:11 pmThis is my first map for any game, could use some tips on how to make it better. Also does anyone know how to bring down the size of my screenshot so i can upload it? Thank You.
File Name: sp_redacted_v2.rar
File Size: 2.39 MiB
Click here to download {REDACTED}
This is my first map for any game, could use some tips on how to make it better. Also does anyone know how to bring down the size of my screenshot so i can upload it? Thank You.
File Name: sp_redacted_v2.rar
File Size: 2.39 MiB
Click here to download {REDACTED}
Quote from doctor who on August 14, 2011, 1:39 amgreat but it was very unclear how to place portal on top of plate
great but it was very unclear how to place portal on top of plate
Quote from awkisopen on August 14, 2011, 2:35 amI've been trying to record a playthrough for a while now but Portal 2 keeps becoming unstable and crashing. Most recently it gave me an error about exceeding the maximum number of sound channels. I'm not sure if this is related to the map or not, but I've never seen these errors before.
In lieu of a playthrough I'll give my notes on the map so far. I found this chamber frustrating to play.
Notes
[spoiler]1. The excursion funnel doesn't appear to serve any purpose. The propulsion gel can coat the "runway" more easily without use of the funnel. I placed a bunch of portals above to create the runway I needed.2. The props that fall from the ceiling at the beginning are very, very annoying to move around. More than once I've had to portal my way back into the room or even get completely stuck in the debris somehow, forcing me to use noclip. There was at least one instance where I could not see the propulsion gel runway because of the way the panels were positioned.
3. Since the player only has one shot at centering the portal in front of the propulsion gel pipe, maybe it might be a good idea to auto-center it for them, or provide some kind of visual cue at least. I had to re-coat the wall three times with conversion gel before I could get it centered enough to continue with the puzzle.
4. In the same vein, the conversion gel takes forever to coat the wall. Depending upon those random blobs that come out to the side rather than the gel's main flow is both confusing and slow.
5. The panel you have to "fling" yourself from is almost impossible to shoot a portal on, let alone spot. For a long time it seemed as though nothing was portalable up there so I instead focused on launching myself up there somehow, instead of looking for something to launch from in there.
6. The final panel you have to portal to, just before the exit, is almost impossible to spot as well (white on white behind a grate).[/spoiler]
I've been trying to record a playthrough for a while now but Portal 2 keeps becoming unstable and crashing. Most recently it gave me an error about exceeding the maximum number of sound channels. I'm not sure if this is related to the map or not, but I've never seen these errors before.
In lieu of a playthrough I'll give my notes on the map so far. I found this chamber frustrating to play.
Notes
Quote from blendmaster345 on August 14, 2011, 3:14 amyou can resize your image in ms-paint by opening your picture in it and clicking resiz
you can resize your image in ms-paint by opening your picture in it and clicking resiz
Quote from jordenjames88 on August 14, 2011, 9:52 amThanks for how to resize the image blend master, and ill work on the frustrating aspects of the map now. Also you did the right thing by putting a portal above the runway to coat it with propulsion gel. Everything else is right through and ill get to work right away.
Thanks for how to resize the image blend master, and ill work on the frustrating aspects of the map now. Also you did the right thing by putting a portal above the runway to coat it with propulsion gel. Everything else is right through and ill get to work right away.
Quote from xdiesp on August 15, 2011, 1:45 pmDisordered looking chamber in Decay, the amount of structures and detail around give off a patchwork vibe: animated plants are to be commended however. Puzzles are broken too, partly to blame on the white gel involved but also in the fundamentals: chance is you will spend more time finding the way to the exit than solving the puzzle.
If I may suggest, smoothen the picture a bit with a more coherent skin (less yellows, neons... it's decay) and separate the different functions (funnel, each gel, walkway) in their own areas instead of the same big bowl. That would make it more interesting to navigate and explore as well.
Disordered looking chamber in Decay, the amount of structures and detail around give off a patchwork vibe: animated plants are to be commended however. Puzzles are broken too, partly to blame on the white gel involved but also in the fundamentals: chance is you will spend more time finding the way to the exit than solving the puzzle.
If I may suggest, smoothen the picture a bit with a more coherent skin (less yellows, neons... it's decay) and separate the different functions (funnel, each gel, walkway) in their own areas instead of the same big bowl. That would make it more interesting to navigate and explore as well.
Quote from quatrus on August 16, 2011, 3:21 pmNice decayed style map with medium challenge puzzle - hardest part was finding the fling surface where the arrows pointed. Swaying vines was a nice feature....gave some life and enhanced the decayed nature feel....Thanks for creating.
Nice decayed style map with medium challenge puzzle - hardest part was finding the fling surface where the arrows pointed. Swaying vines was a nice feature....gave some life and enhanced the decayed nature feel....Thanks for creating.
Quote from Vordwann on August 29, 2011, 9:24 pmI noticed that the red light doesn't have a light source. Generally you should always provide a light source for your lights.
I noticed that the red light doesn't have a light source. Generally you should always provide a light source for your lights.
[spoiler][SP] Alternate[/spoiler]
Quote from Portal2Two on September 1, 2011, 2:03 pmLooks beautiful, I'd suggest to have player stream gels to reach exit.
Looks beautiful, I'd suggest to have player stream gels to reach exit.