[SP] Retrospective
Quote from relinquish on May 23, 2011, 5:56 amawesome map! Man I wish I can make map like this
awesome map! Man I wish I can make map like this
Quote from Omnicoder on May 23, 2011, 6:39 ammsleeper wrote:I noticed this visual glitch. It flickered in and out in a space of like 4 world units, I'm sure this isn't your doing but I don't know what's causing it.sp_retrospective0000.jpgI feel like the inclusion of the companion cube is meme pandering at best. Take that as you will.
I more or less agree with what has been said previously. I also had a very difficult time hearing the voice overs, which is a shame because they seemed well done. Overall I found the map very dark lighting wise, which I'm sure was a style choice, but there were quite a few times that I was in an almost entirely black area with no clue on my bearings. Most of the revisit of chamber 16 seemed unnecessary at best, and because of the map being so dark I actually missed the [spoiler]hole in the ceiling (as well as the paint pointing me towards it)[/spoiler]. In the revisit of chamber 17, I also was [spoiler]sitting at the button, trying to figure out what it did for a while before I assumed it did nothing[/spoiler]. I also don't know what the [spoiler]box button hidden in the top area was for, and in fact I got my compaion sphere stuck up there and had to reload[/spoiler]. The lack of lighting was the worst in this part too.
I do like the material blocking grid, you used that previously in Quark (I believe?), it's one of those things I was hoping made it's way into the release of Portal 2. Aside from the lighting, visually I think things were top-notch as is expected from you. It's hard to really nail the "destroyed Aperture" and you did a great job doing that. You did seem to swap in and out of themes really quickly; one minute we are in a destroyed overgrown test chamber, and the room next to it is more or less pristine.
The gameplay just didn't sell me, though. The original puzzle areas you made were interesting and challenging, and they seemed split up by the inclusion of the revisits, both which only negatively affected the flow and pacing of the map.
I'm not sure why everyone else seems to find my maps darker then they are for me. I tested on two computers, two different screens, one on max settings and the other on lowest. I don't know if its the lighting in my room or just a side effect of having made the layout that it never seems dark to me. Unnecessary buttons existed solely to for continuity with the chambers they revisited but I should have made them more obviously broken. The broken area in 17 was just some broken ceiling and I didn't realize you could become stuck up there. (still not sure how actually) As for the odd glitch with seeing that small area through the floor, I noticed that too but various changes to the geometry thee failed to fix it.
I feel like the inclusion of the companion cube is meme pandering at best. Take that as you will.
I more or less agree with what has been said previously. I also had a very difficult time hearing the voice overs, which is a shame because they seemed well done. Overall I found the map very dark lighting wise, which I'm sure was a style choice, but there were quite a few times that I was in an almost entirely black area with no clue on my bearings. Most of the revisit of chamber 16 seemed unnecessary at best, and because of the map being so dark I actually missed the
I do like the material blocking grid, you used that previously in Quark (I believe?), it's one of those things I was hoping made it's way into the release of Portal 2. Aside from the lighting, visually I think things were top-notch as is expected from you. It's hard to really nail the "destroyed Aperture" and you did a great job doing that. You did seem to swap in and out of themes really quickly; one minute we are in a destroyed overgrown test chamber, and the room next to it is more or less pristine.
The gameplay just didn't sell me, though. The original puzzle areas you made were interesting and challenging, and they seemed split up by the inclusion of the revisits, both which only negatively affected the flow and pacing of the map.
I'm not sure why everyone else seems to find my maps darker then they are for me. I tested on two computers, two different screens, one on max settings and the other on lowest. I don't know if its the lighting in my room or just a side effect of having made the layout that it never seems dark to me. Unnecessary buttons existed solely to for continuity with the chambers they revisited but I should have made them more obviously broken. The broken area in 17 was just some broken ceiling and I didn't realize you could become stuck up there. (still not sure how actually) As for the odd glitch with seeing that small area through the floor, I noticed that too but various changes to the geometry thee failed to fix it.
Quote from Kibate on May 23, 2011, 8:06 amFirst of all, very fun map, i liked the puzzles
Second, like some people noticed before me, it was kinda too dark, actually A LOT too dark.The "puzzle" where you are under the stairs was too...well, let's just say i couldn't see the white wall and even after randomly shooting EVERYWHERE it took me 5 minutes to actually hit something.
What i find ironic is that a lot of people didn't liked the turret room and wondering what the button was for. I think none of them realized it was actually the room from Portal1, except old and damaged. But with the blue gel now to solve it in a new way. I liked it.
Now, as for the end, i actually liked it a lot
BUT i think you could have done more with it. Something like
part1: Solve some puzzles with the C.C., however there is a wall which the C.C. won't go through in the end; go alone, find that A.I.-transformation room
part2: go through another door, do some more puzzles, find a defected A.I. sphere and go back along with something(like an energy redirecting cube) which can stop the green wall from appearing
get the C.C. and finally to the A.I.-transformation room thing.some textures with C.C. love poems might help getting that feeling back from portal1 about the love for the C.C., so the player knows the C.C. is very important in this game.
First of all, very fun map, i liked the puzzles
Second, like some people noticed before me, it was kinda too dark, actually A LOT too dark.
The "puzzle" where you are under the stairs was too...well, let's just say i couldn't see the white wall and even after randomly shooting EVERYWHERE it took me 5 minutes to actually hit something.
What i find ironic is that a lot of people didn't liked the turret room and wondering what the button was for. I think none of them realized it was actually the room from Portal1, except old and damaged. But with the blue gel now to solve it in a new way. I liked it.
Now, as for the end, i actually liked it a lot
BUT i think you could have done more with it. Something like
part1: Solve some puzzles with the C.C., however there is a wall which the C.C. won't go through in the end; go alone, find that A.I.-transformation room
part2: go through another door, do some more puzzles, find a defected A.I. sphere and go back along with something(like an energy redirecting cube) which can stop the green wall from appearing
get the C.C. and finally to the A.I.-transformation room thing.
some textures with C.C. love poems might help getting that feeling back from portal1 about the love for the C.C., so the player knows the C.C. is very important in this game.
Quote from Djinndrache on May 23, 2011, 11:32 amAwesome map! Just awesome! Recorded playing, recording will come whenever I was able to upload (will post again)
Awesome map! Just awesome! Recorded playing, recording will come whenever I was able to upload (will post again)
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200

Quote from msleeper on May 23, 2011, 11:48 amOmnicoder wrote:As for the odd glitch with seeing that small area through the floor, I noticed that too but various changes to the geometry thee failed to fix it.You could try putting an areaportal closing off that area and see if that fixes it.
You could try putting an areaportal closing off that area and see if that fixes it.
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Quote from TripNasty422 on May 23, 2011, 2:06 pmThanks for the help guys after a restart of steam it recognized the map.
This is a fantastic map! Lots of detail and uniqueness run amuck! Can't wait to see your future maps!
To everyone who hasn't played this yet, I'd highly recommend it!!
Thanks for the help guys after a restart of steam it recognized the map.
This is a fantastic map! Lots of detail and uniqueness run amuck! Can't wait to see your future maps!
To everyone who hasn't played this yet, I'd highly recommend it!!
Quote from Jomonay on May 23, 2011, 2:20 pmI'll try it, but if it's anything less than life-affirming I'll be extremely dissapointed.
Also, 750 downloads? F*ck me, Portal's gone mainstream.
I'll try it, but if it's anything less than life-affirming I'll be extremely dissapointed.
Also, 750 downloads? F*ck me, Portal's gone mainstream.
http://www.soundcloud.com/jomonay
"Anything that you do, just be THE best at it" - Kanye West
Quote from MrTwoVideoCards on May 23, 2011, 2:49 pmYeah more or less agreeing with what sleeper said earlier. The maps are pretty dark. I don't think it an issue of it being brighter for you, but generally that you aren't doing a very good job to begin with in the lighting department.
I was really disappointed when I figured out I was revisiting older test chambers from Portal 1. Specifically because I assume Valve would maybe at some time reinvent using them in later DLC, and the gameplay was sub-par in them overall.
The idea of using paint instead of cubes is somewhat fresh, but I feel you fell into that trap of the idea of what is "fresh and fun". Honestly I feel it's not a huge deal to reinvent an old chamber, but this is only the case when the gameplay in it is really good. Just wasn't doing it here.
I'm somewhat confused as to why you still like to move across so much themes and aesthetics so fast. Like you did that in your last map, and you don't do a very good job connecting them visually and structurally. Everything is moving to fast to obtain any type of visual interest or build-up.
This leads me to my last point: You always come through with neat gameplay ideas, but you fail at making them shine.
I mentioned this with your last puzzle on the whole light beam puzzle, but the new grill effect for only being solid to physical objects is a great idea. Again I think you should have honestly removed all the other stuff you did, narrow it down, and focus only on the grills, then perhaps later building up the catcher puzzles.
Yeah more or less agreeing with what sleeper said earlier. The maps are pretty dark. I don't think it an issue of it being brighter for you, but generally that you aren't doing a very good job to begin with in the lighting department.
I was really disappointed when I figured out I was revisiting older test chambers from Portal 1. Specifically because I assume Valve would maybe at some time reinvent using them in later DLC, and the gameplay was sub-par in them overall.
The idea of using paint instead of cubes is somewhat fresh, but I feel you fell into that trap of the idea of what is "fresh and fun". Honestly I feel it's not a huge deal to reinvent an old chamber, but this is only the case when the gameplay in it is really good. Just wasn't doing it here.
I'm somewhat confused as to why you still like to move across so much themes and aesthetics so fast. Like you did that in your last map, and you don't do a very good job connecting them visually and structurally. Everything is moving to fast to obtain any type of visual interest or build-up.
This leads me to my last point: You always come through with neat gameplay ideas, but you fail at making them shine.
I mentioned this with your last puzzle on the whole light beam puzzle, but the new grill effect for only being solid to physical objects is a great idea. Again I think you should have honestly removed all the other stuff you did, narrow it down, and focus only on the grills, then perhaps later building up the catcher puzzles.