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[SP] Retrospective

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Well I finally finished the map, here are some thoughts.

1. I loved the additional content, having some new stuff to spice up maps is nothing other then great.
2. I couldn't hear the voiceover at all, i had no clue what he was saying over the ambiant noice.
3. The falling puzzle was grea, but i don't really know why i'm forced to solve a puzzle just to hit the ground, doesn't really make any sense to me.
4. The map kinda feels disjointed to me, i don't know why but it didn't seem to have any flow to the rooms.
5. The new grill is a cool concept, but it should be made a little more obvious that it won't fizzle your portals somehow
6. The turret section was annoying. I had to mute my audio because it was just 4-5 minutes of constant gunfire and turret screaming.
7. It's a little too dark in places, the section under the stairs for example i couldn't see anywhere to portal from until i finally noclipped and saw one in the shadows
8. the room with the square hole is utterly pointless. I accidently rolled the ball into a portal on the other side before closing it and was trapped with no-way back over to the other side.

But overall a really good map that displays some nice features!

A good map. It is a bit dark in places and could use more lighting,

Holy s*** man this was amazing! You should apply at valve. :thumbup:

Everything I came here to say has been said.

However what I am going to say is that i would LOVE to see this map further developed to have zero "imposable areas"

This map blew my mind. Very clean (save for the over use of the imposable areas) Looked pro, Actually, forget "Looked" this was (edit IS) pro.

EDIT:
Played through again. I have some suggestions that would not affect game-play. but would be neat additions.

Can the Sphere activate the button in chamber 17?
Can the ratman dens be put in?
and can the ladder be climbable? (lead to nowhere, but climbable.)

Again, this map is amazing, and those suggestions go along with the fact that I have no idea how to build levels.

Adair wrote:
I will agree with others that the room with the
Spoiler
square cut out of the glass
seemed like it was missing a fling/puzzle, or it was just a useless room.

This is a room you do backwards from Portal 1, advance maps. It is, in face, a hard fling puzzle.

Spoiler
that you can do easy if you stand on the ball in the bottom in a key spot. Even that was there... I checked.

Please don't double post. I see you know how to use the edit function. Continue doing that.

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I had a great time playing this map. It took me a very long time to load, but i finally figured it out. This map was extravagant from start to finish, and i simply loved the green fields. I have never seen a map with this much innovation and excellence in the same place before. The only glitch i suffered from was the spawning of the weighted companion sphere. It automatically gave me one, but when i pressed the button, the ball fizzed and about 10 more came out of the dispenser.

"We're done here."

I started playing custom maps and record me playing them. It's neither a perfect run nor do I have to have solved the map in the way it's meant to solve it. I play the maps "blind", that means I've never been in them before and play them for the very first time. I also give a little feedback for the map in the video description.

Maybe you are interested in the fact, that I played your map: http://www.youtube.com/watch?v=se_wGRpV-d0

Incredible work. How in the world you did the falling sequence is beyond me but I loved it. I can't believe how critical people are. So you go from a messy, water-dripping chamber from hell into a nice, clean Hospital-like chamber . . . I might not like that all the time but it was fine for this map.

My only big problem was that I never dreamed the sphere would go through the kill-gates and it took me a long time to try that. The reason I did not try is I was looking for a Cube. I assumed I needed a cube for the broken glass room - when you step on the button you hear a sliding door - but as it turns out the button does nothing. And the 2nd button on top of the ledge even had a sign that a cube was needed. Now that was a bit sneaky, so that chamber was frustrating.

Also in the same chamber, I thought there would be a spot to shoot through the glass because the room had a couple of large shards of glass on the floor. I tried shooting every squere inch of that window to no avail.

I found the new voice-overs to be slightly irritating, but not intrusive. The extra gameplay features were well implemented. I have to give you a 5/5 for that

Spoiler
adorable companion core
alone.

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