[SP] Sequential: Part 1 0.1
Quote from sorebones on May 16, 2011, 5:24 pmmsleeper wrote:It takes a single room to show players "hey you can point lasers up by doing this", I don't think it's unreasonable to include that if redirecting lasers upwards is a core part of your map.It's not unreasonable. It's also not unreasonable for a mapper to try to cater to a more experienced crowd. It depends on what they're trying to do. You know, where does it stop? I know that the 20th time I ran into a new map to see ye olde prism tipping training puzzle sitting beside ye olde cube tossing training puzzle sitting beside ye olde fling crouch training puzzle I'd be pretty much puking over ye olde keyboarde. Maybe I'm alone there. I have a weak stomach.
It's not unreasonable. It's also not unreasonable for a mapper to try to cater to a more experienced crowd. It depends on what they're trying to do. You know, where does it stop? I know that the 20th time I ran into a new map to see ye olde prism tipping training puzzle sitting beside ye olde cube tossing training puzzle sitting beside ye olde fling crouch training puzzle I'd be pretty much puking over ye olde keyboarde. Maybe I'm alone there. I have a weak stomach.

Quote from msleeper on May 16, 2011, 5:52 pmNo you're right, it absolutely depends on who the map is designed for. If a map is designed for more experienced players then that is totally fine. I just try and point out things like this in general so that the mapper can make their map reach a broader audience. The only reason I think it's worth teaching is, again, because it is never done in the retail game, and people who are playing the map who aren't hardcore gamers might not really understand what you are supposed to do.
But yeah, if a map isn't worried about leaving that subset of players confused then there's nothing stopping you from going into cube-flip puzzles hung ho.
No you're right, it absolutely depends on who the map is designed for. If a map is designed for more experienced players then that is totally fine. I just try and point out things like this in general so that the mapper can make their map reach a broader audience. The only reason I think it's worth teaching is, again, because it is never done in the retail game, and people who are playing the map who aren't hardcore gamers might not really understand what you are supposed to do.
But yeah, if a map isn't worried about leaving that subset of players confused then there's nothing stopping you from going into cube-flip puzzles hung ho.
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Quote from CraigChrist on May 16, 2011, 7:17 pmYeah I know, I was just giving an example.. I's really not hard to execute it. It just looks, I don't know, like thats not what you should be able to do in Portal. For me at least...
I saw a video of a guy doing some insane tricks with a cube and half of it just looks like bugs... jumping of a cube in midair.. I would hate a map where the solution would be something like that.
That's probably just me, I just like it clean.
Nevertheless I think this was the first custom map I played, and for me it was the proof that there will be great custom content for Portal 2. And I totally support original ideas like this one (just a bit cleaner
)
Yeah I know, I was just giving an example.. I's really not hard to execute it. It just looks, I don't know, like thats not what you should be able to do in Portal. For me at least...
I saw a video of a guy doing some insane tricks with a cube and half of it just looks like bugs... jumping of a cube in midair.. I would hate a map where the solution would be something like that.
That's probably just me, I just like it clean.
Nevertheless I think this was the first custom map I played, and for me it was the proof that there will be great custom content for Portal 2. And I totally support original ideas like this one (just a bit cleaner )

Quote from msleeper on May 16, 2011, 7:18 pmCraigChrist wrote:I saw a video of a guy doing some insane tricks with a cube and half of it just looks like bugs... jumping of a cube in midair.. I would hate a map where the solution would be something like that.A lot of Portal 1 maps require you to know various bugs/glitches, and spoiler, they really fucking sucked to play. I hope there aren't maps that require usage of glitches.
A lot of Portal 1 maps require you to know various bugs/glitches, and spoiler, they really fucking sucked to play. I hope there aren't maps that require usage of glitches.
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Quote from doomed23 on May 16, 2011, 7:48 pmI didn't really like the laser puzzle much as I thought it was a bit too fiddly. It was a bit like in a couple of Portal 1 maps that involved cube flinging and the cubes would often not go straight through the portals.
I didn't really like the laser puzzle much as I thought it was a bit too fiddly. It was a bit like in a couple of Portal 1 maps that involved cube flinging and the cubes would often not go straight through the portals.
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Quote from xdiesp on May 16, 2011, 7:58 pmBut at this point, would your expert audience notice any significative difference between regular and vertical flipping? Because if they aren't fazed, you have both alienated the others and unimpressed these.
Consider a fan like me, used to this stuff from HL2. I don't consider it any special... indifferent to me whether I should turn the cubes up or right. And puzzle wise, Portal 2 gives you already the full spectrum of actions performable with the cubes. Still want that ray to go up? Use a portal, or moving parts, or even better do that same puzzle on the horizontal plane as intended.
Imho you have to leave the frame of mind that these forced mechanics add another layer of complexity: they just make you do the same stuff, in a different glitched way that fewer know. Remember how smooth the puzzles in coop are: our goal should be to be as interesting as those, not to do less with more self-imposed hardships.
But at this point, would your expert audience notice any significative difference between regular and vertical flipping? Because if they aren't fazed, you have both alienated the others and unimpressed these.
Consider a fan like me, used to this stuff from HL2. I don't consider it any special... indifferent to me whether I should turn the cubes up or right. And puzzle wise, Portal 2 gives you already the full spectrum of actions performable with the cubes. Still want that ray to go up? Use a portal, or moving parts, or even better do that same puzzle on the horizontal plane as intended.
Imho you have to leave the frame of mind that these forced mechanics add another layer of complexity: they just make you do the same stuff, in a different glitched way that fewer know. Remember how smooth the puzzles in coop are: our goal should be to be as interesting as those, not to do less with more self-imposed hardships.
Quote from Djinndrache on May 20, 2011, 8:27 amI 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=lN7gVYG708I
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=lN7gVYG708I
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from benjedi420vt on July 22, 2011, 3:17 pmI love this map - when is part 2 coming?
For those who are saying they don't like it because it takes luck or anything like that, that's simply not true. See below why:
[spoiler]I can get the cube to point up 100% of the time, that's not luck it's technique.[/spoiler]
To know what the technique is read below
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[spoiler]You simply have to walk toward the cube and right before you hit it jump and it will rotate the cube 90 degrees every time.[/spoiler]
I love this map - when is part 2 coming?
For those who are saying they don't like it because it takes luck or anything like that, that's simply not true. See below why:
To know what the technique is read below
[
Quote from KennKong on September 5, 2011, 4:24 pmToo short, the puzzles were easy to do but not easy to see, but mainly, just not any fun. You have good ideas about puzzle making, but I think you need to consider how the player will feel about the puzzle when they're done. I felt disappointed, so just a 3/5 from me.
Too short, the puzzles were easy to do but not easy to see, but mainly, just not any fun. You have good ideas about puzzle making, but I think you need to consider how the player will feel about the puzzle when they're done. I felt disappointed, so just a 3/5 from me.
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