[SP] The Skinner Box
Quote from quatrus on July 12, 2011, 8:40 pmI liked all your chambers, but the unconventional use of effects was not instinctive - only when no other option did I jump into the brown water, to find it was not toxic. The conversion tubes on the wall was also really not obvious until I dropped something in one...I think you could have used a little tutorial chamber or maybe some quidance plaques? Also why not make the water clear itf it is not toxic. The cube changers were a creative new feature. What was the deal with the spike table which didn't smash anything? Again a nonstandard use of Portal effects....doesn't make the puzzle hard, only confusing...Thanks for mapping...
Even just standard P2 effects and multiple chambers would have been a 5/5, sorry have to rate this a bit lower....
I liked all your chambers, but the unconventional use of effects was not instinctive - only when no other option did I jump into the brown water, to find it was not toxic. The conversion tubes on the wall was also really not obvious until I dropped something in one...I think you could have used a little tutorial chamber or maybe some quidance plaques? Also why not make the water clear itf it is not toxic. The cube changers were a creative new feature. What was the deal with the spike table which didn't smash anything? Again a nonstandard use of Portal effects....doesn't make the puzzle hard, only confusing...Thanks for mapping...
Even just standard P2 effects and multiple chambers would have been a 5/5, sorry have to rate this a bit lower....
Quote from xdiesp on July 12, 2011, 9:00 pmMarise wrote:can anyone enlighten me as to what bugs are occurring with dispensers?See that the turret dispenser destroys the previous turret + lasercube when triggered. More: the crusher's spikes don't kill, they really should. See how it would be like to mix up signs like "Turret Arrow Lasercube".
Also, floor buttons in the game usually stop working if the weight is taken away: players might get confused at what happens in your map. I suggest to either pair them with a pole button aside (powered by the floor one), or just spawn several cubes at once: you might even place turrets in the level and have the player recycle them all (just be careful they can't burn them with the laser).
See that the turret dispenser destroys the previous turret + lasercube when triggered. More: the crusher's spikes don't kill, they really should. See how it would be like to mix up signs like "Turret Arrow Lasercube".
Also, floor buttons in the game usually stop working if the weight is taken away: players might get confused at what happens in your map. I suggest to either pair them with a pole button aside (powered by the floor one), or just spawn several cubes at once: you might even place turrets in the level and have the player recycle them all (just be careful they can't burn them with the laser).
Quote from Marise on July 12, 2011, 10:24 pmHmmm. My intention with these elements was that the player needs to figure them out. But what I'm hearing is that the puzzles are enjoyable on their own, and people would prefer I make these non-traditional elements a little more intuitive. Well, it was a fun experiment with the [spoiler]non-killing brown water and crusher[/spoiler], but it looks like science has spoken.
I'm working on an update that incorporates a lot of the feedback without changing the puzzles. Same map, but more intuitive.
Also working on the visuals, but I can't do anything about the large chambers without a major overhaul. For what it's worth, I did realize they were too large, but it was too late by then. My next map will have much more reasonably sized rooms!
Oh, and I purposely made it so [spoiler]you can create as many laser cubes and/or turrets as you want[/spoiler]. Just for fun, to let people play around. So I will be leaving that 'bug' in
It's been a real pleasure so far uploading my work here and getting people's opinions and advice. What a great, active community.
Edit: New version is up!
Hmmm. My intention with these elements was that the player needs to figure them out. But what I'm hearing is that the puzzles are enjoyable on their own, and people would prefer I make these non-traditional elements a little more intuitive. Well, it was a fun experiment with the
I'm working on an update that incorporates a lot of the feedback without changing the puzzles. Same map, but more intuitive.
Also working on the visuals, but I can't do anything about the large chambers without a major overhaul. For what it's worth, I did realize they were too large, but it was too late by then. My next map will have much more reasonably sized rooms!
Oh, and I purposely made it so
It's been a real pleasure so far uploading my work here and getting people's opinions and advice. What a great, active community.
Edit: New version is up!
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from Djinndrache on July 15, 2011, 6:31 amI'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:8sgUxXSass4
(Link: http://www.youtube.com/watch?v=8sgUxXSass4)Also note the video description for more feedback and my signature for additional project information.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
8sgUxXSass4
(Link: http://www.youtube.com/watch?v=8sgUxXSass4)
Also note the video description for more feedback and my signature for additional project information.
Portal 2 Playlists: videos 1-200 | videos 201-400 | videos 401-600 | videos 601-800 | videos 801-1000 | videos 1001-1200
Quote from Marise on July 15, 2011, 11:03 amThanks for the vid. You found two "cheats" that I had not considered. I'm debating about leaving them in as alternate solutions though.
Glad you liked the map.
Thanks for the vid. You found two "cheats" that I had not considered. I'm debating about leaving them in as alternate solutions though.
Glad you liked the map.
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from jamesf141 on July 15, 2011, 12:58 pmTook me a while to figure out that [spoiler]the fizzler causes the ball to drop[/spoiler] in the first room, but other than that this was certainly a clever, inventive map. The item swaps were a brilliant highlight, but I did also enjoy [spoiler]swimming in portal! Who would have thought...[/spoiler]
My major issue is textures which are aligned with "half a panel" - it makes a technically impressive map with highly original puzzles seem somewhat sloppy. A shame, as in terms of gameplay (in the later rooms, at least) this is a fantastic map.
Took me a while to figure out that
My major issue is textures which are aligned with "half a panel" - it makes a technically impressive map with highly original puzzles seem somewhat sloppy. A shame, as in terms of gameplay (in the later rooms, at least) this is a fantastic map.
Quote from Marise on July 15, 2011, 2:15 pmJames,
Could you elaborate on what you mean by "half a panel"? Also, if you could tell me which version you played (original upload or 1.1) that would help me fix it. Thanks!
James,
Could you elaborate on what you mean by "half a panel"? Also, if you could tell me which version you played (original upload or 1.1) that would help me fix it. Thanks!
Thanks for over 1,000 downloads: The Cold Shoulder
Quote from xdiesp on July 15, 2011, 4:01 pmMarise wrote:what you mean by "half a panel"?He means decapitating tiles due to unalignments in textures, you essentially see a tile cut in half when the floor meets the wall.
He means decapitating tiles due to unalignments in textures, you essentially see a tile cut in half when the floor meets the wall.
Quote from jamesf141 on July 15, 2011, 4:39 pmxdiesp wrote:He means decapitating tiles due to unalignments in textures, you essentially see a tile cut in half when the floor meets the wall.Thanks! I was wondering how I was going to say that ^^"
Also, I think I downloaded the most recent version. I didn't select a different one form the drop-down list, at any rate.
Thanks! I was wondering how I was going to say that ^^"
Also, I think I downloaded the most recent version. I didn't select a different one form the drop-down list, at any rate.
Quote from Marise on July 15, 2011, 8:38 pmThat's what I thought you probably meant, but I wanted to be sure. I thought I fixed those in 1.1 but I will check again. Thanks.
Edit: Last night I uploaded v1.2, in which the cut-off panels are fixed. Thanks to everyone for the feedback.
That's what I thought you probably meant, but I wanted to be sure. I thought I fixed those in 1.1 but I will check again. Thanks.
Edit: Last night I uploaded v1.2, in which the cut-off panels are fixed. Thanks to everyone for the feedback.
Thanks for over 1,000 downloads: The Cold Shoulder
